Convert to go mod

This commit is contained in:
2019-10-08 22:28:45 +01:00
parent ce5ef6edeb
commit 90b5b3c140
1168 changed files with 52 additions and 853237 deletions

2
.gitignore vendored
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@@ -8,3 +8,5 @@
/view-menu
/view-set
/wh40k
/investigation/Maps
/investigation/Obj

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@@ -19,19 +19,19 @@ installed on your system:
```
$ go version
go version go1.10 linux/amd64
go version go1.13 linux/amd64
```
In addition, you'll also need the following packages installed, at least in
Debian:
```
apt-get install libx11-dev libxcursor-dev mesa-common-dev libxrandr-dev \
libxinerama-dev libgl1-mesa-dev libxi-dev
# apt install libx11-dev libxcursor-dev mesa-common-dev libxrandr-dev \
libxinerama-dev libgl1-mesa-dev libxi-dev mpv
```
Clone the source tree to `$GOPATH/src/ur.gs/ordoor`. You can then run
`make all` to get the binaries that exist at present.
You can then run `make all` in the source tree to get the binaries that are
present at hte moment.
They're not very interesting :D.
@@ -67,10 +67,17 @@ Looks like this:
Use the arrow keys to scroll around the map, the mouse wheel to zoom, and the
`1` - `7` keys to change Z level.
Dependency management uses `govendor`. Unless you're contributing code you
shouldn't have to worry about it.
Dependency management uses `go mod`, so ensure you have at least Go 1.11.
`dep` bug https://github.com/golang/dep/issues/1725 means I can't use it.
There is the **start** of the menu / campaign flow in a `wh40k` binary:
```
$ make wh40k
$ ./wh40k
```
This plays the introductory video so far, and nothing else. I'm hopeful I can
render the main menu next.
## Miscellany

15
go.mod Normal file
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@@ -0,0 +1,15 @@
module ur.gs/ordoor
go 1.12
require (
github.com/BurntSushi/toml v0.3.1
github.com/faiface/glhf v0.0.0-20181018222622-82a6317ac380 // indirect
github.com/faiface/mainthread v0.0.0-20171120011319-8b78f0a41ae3 // indirect
github.com/faiface/pixel v0.8.0
github.com/go-gl/gl v0.0.0-20190320180904-bf2b1f2f34d7 // indirect
github.com/go-gl/glfw v0.0.0-20190409004039-e6da0acd62b1 // indirect
github.com/go-gl/mathgl v0.0.0-20190713194549-592312d8590a // indirect
github.com/pkg/errors v0.8.1 // indirect
golang.org/x/image v0.0.0-20190910094157-69e4b8554b2a
)

20
go.sum Normal file
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@@ -0,0 +1,20 @@
github.com/BurntSushi/toml v0.3.1 h1:WXkYYl6Yr3qBf1K79EBnL4mak0OimBfB0XUf9Vl28OQ=
github.com/BurntSushi/toml v0.3.1/go.mod h1:xHWCNGjB5oqiDr8zfno3MHue2Ht5sIBksp03qcyfWMU=
github.com/faiface/glhf v0.0.0-20181018222622-82a6317ac380 h1:FvZ0mIGh6b3kOITxUnxS3tLZMh7yEoHo75v3/AgUqg0=
github.com/faiface/glhf v0.0.0-20181018222622-82a6317ac380/go.mod h1:zqnPFFIuYFFxl7uH2gYByJwIVKG7fRqlqQCbzAnHs9g=
github.com/faiface/mainthread v0.0.0-20171120011319-8b78f0a41ae3 h1:baVdMKlASEHrj19iqjARrPbaRisD7EuZEVJj6ZMLl1Q=
github.com/faiface/mainthread v0.0.0-20171120011319-8b78f0a41ae3/go.mod h1:VEPNJUlxl5KdWjDvz6Q1l+rJlxF2i6xqDeGuGAxa87M=
github.com/faiface/pixel v0.8.0 h1:phOHW6ixfMAKRamjnvhI6FFI2VRyPEq7+LmmkDGXB/4=
github.com/faiface/pixel v0.8.0/go.mod h1:CEUU/s9E82Kqp01Boj1O67KnBskqiLghANqvUJGgDAM=
github.com/go-gl/gl v0.0.0-20190320180904-bf2b1f2f34d7 h1:SCYMcCJ89LjRGwEa0tRluNRiMjZHalQZrVrvTbPh+qw=
github.com/go-gl/gl v0.0.0-20190320180904-bf2b1f2f34d7/go.mod h1:482civXOzJJCPzJ4ZOX/pwvXBWSnzD4OKMdH4ClKGbk=
github.com/go-gl/glfw v0.0.0-20190409004039-e6da0acd62b1 h1:QbL/5oDUmRBzO9/Z7Seo6zf912W/a6Sr4Eu0G/3Jho0=
github.com/go-gl/glfw v0.0.0-20190409004039-e6da0acd62b1/go.mod h1:vR7hzQXu2zJy9AVAgeJqvqgH9Q5CA+iKCZ2gyEVpxRU=
github.com/go-gl/mathgl v0.0.0-20190713194549-592312d8590a h1:yoAEv7yeWqfL/l9A/J5QOndXIJCldv+uuQB1DSNQbS0=
github.com/go-gl/mathgl v0.0.0-20190713194549-592312d8590a/go.mod h1:yhpkQzEiH9yPyxDUGzkmgScbaBVlhC06qodikEM0ZwQ=
github.com/pkg/errors v0.8.1 h1:iURUrRGxPUNPdy5/HRSm+Yj6okJ6UtLINN0Q9M4+h3I=
github.com/pkg/errors v0.8.1/go.mod h1:bwawxfHBFNV+L2hUp1rHADufV3IMtnDRdf1r5NINEl0=
golang.org/x/image v0.0.0-20190321063152-3fc05d484e9f/go.mod h1:kZ7UVZpmo3dzQBMxlp+ypCbDeSB+sBbTgSJuh5dn5js=
golang.org/x/image v0.0.0-20190910094157-69e4b8554b2a h1:gHevYm0pO4QUbwy8Dmdr01R5r1BuKtfYqRqF0h/Cbh0=
golang.org/x/image v0.0.0-20190910094157-69e4b8554b2a/go.mod h1:FeLwcggjj3mMvU+oOTbSwawSJRM1uh48EjtB4UJZlP0=
golang.org/x/text v0.3.0/go.mod h1:NqM8EUOU14njkJ3fqMW+pc6Ldnwhi/IjpwHt7yyuwOQ=

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@@ -1,3 +0,0 @@
Compatible with TOML version
[v0.4.0](https://github.com/toml-lang/toml/blob/v0.4.0/versions/en/toml-v0.4.0.md)

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@@ -1,21 +0,0 @@
The MIT License (MIT)
Copyright (c) 2013 TOML authors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

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@@ -1,19 +0,0 @@
install:
go install ./...
test: install
go test -v
toml-test toml-test-decoder
toml-test -encoder toml-test-encoder
fmt:
gofmt -w *.go */*.go
colcheck *.go */*.go
tags:
find ./ -name '*.go' -print0 | xargs -0 gotags > TAGS
push:
git push origin master
git push github master

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@@ -1,218 +0,0 @@
## TOML parser and encoder for Go with reflection
TOML stands for Tom's Obvious, Minimal Language. This Go package provides a
reflection interface similar to Go's standard library `json` and `xml`
packages. This package also supports the `encoding.TextUnmarshaler` and
`encoding.TextMarshaler` interfaces so that you can define custom data
representations. (There is an example of this below.)
Spec: https://github.com/toml-lang/toml
Compatible with TOML version
[v0.4.0](https://github.com/toml-lang/toml/blob/master/versions/en/toml-v0.4.0.md)
Documentation: https://godoc.org/github.com/BurntSushi/toml
Installation:
```bash
go get github.com/BurntSushi/toml
```
Try the toml validator:
```bash
go get github.com/BurntSushi/toml/cmd/tomlv
tomlv some-toml-file.toml
```
[![Build Status](https://travis-ci.org/BurntSushi/toml.svg?branch=master)](https://travis-ci.org/BurntSushi/toml) [![GoDoc](https://godoc.org/github.com/BurntSushi/toml?status.svg)](https://godoc.org/github.com/BurntSushi/toml)
### Testing
This package passes all tests in
[toml-test](https://github.com/BurntSushi/toml-test) for both the decoder
and the encoder.
### Examples
This package works similarly to how the Go standard library handles `XML`
and `JSON`. Namely, data is loaded into Go values via reflection.
For the simplest example, consider some TOML file as just a list of keys
and values:
```toml
Age = 25
Cats = [ "Cauchy", "Plato" ]
Pi = 3.14
Perfection = [ 6, 28, 496, 8128 ]
DOB = 1987-07-05T05:45:00Z
```
Which could be defined in Go as:
```go
type Config struct {
Age int
Cats []string
Pi float64
Perfection []int
DOB time.Time // requires `import time`
}
```
And then decoded with:
```go
var conf Config
if _, err := toml.Decode(tomlData, &conf); err != nil {
// handle error
}
```
You can also use struct tags if your struct field name doesn't map to a TOML
key value directly:
```toml
some_key_NAME = "wat"
```
```go
type TOML struct {
ObscureKey string `toml:"some_key_NAME"`
}
```
### Using the `encoding.TextUnmarshaler` interface
Here's an example that automatically parses duration strings into
`time.Duration` values:
```toml
[[song]]
name = "Thunder Road"
duration = "4m49s"
[[song]]
name = "Stairway to Heaven"
duration = "8m03s"
```
Which can be decoded with:
```go
type song struct {
Name string
Duration duration
}
type songs struct {
Song []song
}
var favorites songs
if _, err := toml.Decode(blob, &favorites); err != nil {
log.Fatal(err)
}
for _, s := range favorites.Song {
fmt.Printf("%s (%s)\n", s.Name, s.Duration)
}
```
And you'll also need a `duration` type that satisfies the
`encoding.TextUnmarshaler` interface:
```go
type duration struct {
time.Duration
}
func (d *duration) UnmarshalText(text []byte) error {
var err error
d.Duration, err = time.ParseDuration(string(text))
return err
}
```
### More complex usage
Here's an example of how to load the example from the official spec page:
```toml
# This is a TOML document. Boom.
title = "TOML Example"
[owner]
name = "Tom Preston-Werner"
organization = "GitHub"
bio = "GitHub Cofounder & CEO\nLikes tater tots and beer."
dob = 1979-05-27T07:32:00Z # First class dates? Why not?
[database]
server = "192.168.1.1"
ports = [ 8001, 8001, 8002 ]
connection_max = 5000
enabled = true
[servers]
# You can indent as you please. Tabs or spaces. TOML don't care.
[servers.alpha]
ip = "10.0.0.1"
dc = "eqdc10"
[servers.beta]
ip = "10.0.0.2"
dc = "eqdc10"
[clients]
data = [ ["gamma", "delta"], [1, 2] ] # just an update to make sure parsers support it
# Line breaks are OK when inside arrays
hosts = [
"alpha",
"omega"
]
```
And the corresponding Go types are:
```go
type tomlConfig struct {
Title string
Owner ownerInfo
DB database `toml:"database"`
Servers map[string]server
Clients clients
}
type ownerInfo struct {
Name string
Org string `toml:"organization"`
Bio string
DOB time.Time
}
type database struct {
Server string
Ports []int
ConnMax int `toml:"connection_max"`
Enabled bool
}
type server struct {
IP string
DC string
}
type clients struct {
Data [][]interface{}
Hosts []string
}
```
Note that a case insensitive match will be tried if an exact match can't be
found.
A working example of the above can be found in `_examples/example.{go,toml}`.

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@@ -1,509 +0,0 @@
package toml
import (
"fmt"
"io"
"io/ioutil"
"math"
"reflect"
"strings"
"time"
)
func e(format string, args ...interface{}) error {
return fmt.Errorf("toml: "+format, args...)
}
// Unmarshaler is the interface implemented by objects that can unmarshal a
// TOML description of themselves.
type Unmarshaler interface {
UnmarshalTOML(interface{}) error
}
// Unmarshal decodes the contents of `p` in TOML format into a pointer `v`.
func Unmarshal(p []byte, v interface{}) error {
_, err := Decode(string(p), v)
return err
}
// Primitive is a TOML value that hasn't been decoded into a Go value.
// When using the various `Decode*` functions, the type `Primitive` may
// be given to any value, and its decoding will be delayed.
//
// A `Primitive` value can be decoded using the `PrimitiveDecode` function.
//
// The underlying representation of a `Primitive` value is subject to change.
// Do not rely on it.
//
// N.B. Primitive values are still parsed, so using them will only avoid
// the overhead of reflection. They can be useful when you don't know the
// exact type of TOML data until run time.
type Primitive struct {
undecoded interface{}
context Key
}
// DEPRECATED!
//
// Use MetaData.PrimitiveDecode instead.
func PrimitiveDecode(primValue Primitive, v interface{}) error {
md := MetaData{decoded: make(map[string]bool)}
return md.unify(primValue.undecoded, rvalue(v))
}
// PrimitiveDecode is just like the other `Decode*` functions, except it
// decodes a TOML value that has already been parsed. Valid primitive values
// can *only* be obtained from values filled by the decoder functions,
// including this method. (i.e., `v` may contain more `Primitive`
// values.)
//
// Meta data for primitive values is included in the meta data returned by
// the `Decode*` functions with one exception: keys returned by the Undecoded
// method will only reflect keys that were decoded. Namely, any keys hidden
// behind a Primitive will be considered undecoded. Executing this method will
// update the undecoded keys in the meta data. (See the example.)
func (md *MetaData) PrimitiveDecode(primValue Primitive, v interface{}) error {
md.context = primValue.context
defer func() { md.context = nil }()
return md.unify(primValue.undecoded, rvalue(v))
}
// Decode will decode the contents of `data` in TOML format into a pointer
// `v`.
//
// TOML hashes correspond to Go structs or maps. (Dealer's choice. They can be
// used interchangeably.)
//
// TOML arrays of tables correspond to either a slice of structs or a slice
// of maps.
//
// TOML datetimes correspond to Go `time.Time` values.
//
// All other TOML types (float, string, int, bool and array) correspond
// to the obvious Go types.
//
// An exception to the above rules is if a type implements the
// encoding.TextUnmarshaler interface. In this case, any primitive TOML value
// (floats, strings, integers, booleans and datetimes) will be converted to
// a byte string and given to the value's UnmarshalText method. See the
// Unmarshaler example for a demonstration with time duration strings.
//
// Key mapping
//
// TOML keys can map to either keys in a Go map or field names in a Go
// struct. The special `toml` struct tag may be used to map TOML keys to
// struct fields that don't match the key name exactly. (See the example.)
// A case insensitive match to struct names will be tried if an exact match
// can't be found.
//
// The mapping between TOML values and Go values is loose. That is, there
// may exist TOML values that cannot be placed into your representation, and
// there may be parts of your representation that do not correspond to
// TOML values. This loose mapping can be made stricter by using the IsDefined
// and/or Undecoded methods on the MetaData returned.
//
// This decoder will not handle cyclic types. If a cyclic type is passed,
// `Decode` will not terminate.
func Decode(data string, v interface{}) (MetaData, error) {
rv := reflect.ValueOf(v)
if rv.Kind() != reflect.Ptr {
return MetaData{}, e("Decode of non-pointer %s", reflect.TypeOf(v))
}
if rv.IsNil() {
return MetaData{}, e("Decode of nil %s", reflect.TypeOf(v))
}
p, err := parse(data)
if err != nil {
return MetaData{}, err
}
md := MetaData{
p.mapping, p.types, p.ordered,
make(map[string]bool, len(p.ordered)), nil,
}
return md, md.unify(p.mapping, indirect(rv))
}
// DecodeFile is just like Decode, except it will automatically read the
// contents of the file at `fpath` and decode it for you.
func DecodeFile(fpath string, v interface{}) (MetaData, error) {
bs, err := ioutil.ReadFile(fpath)
if err != nil {
return MetaData{}, err
}
return Decode(string(bs), v)
}
// DecodeReader is just like Decode, except it will consume all bytes
// from the reader and decode it for you.
func DecodeReader(r io.Reader, v interface{}) (MetaData, error) {
bs, err := ioutil.ReadAll(r)
if err != nil {
return MetaData{}, err
}
return Decode(string(bs), v)
}
// unify performs a sort of type unification based on the structure of `rv`,
// which is the client representation.
//
// Any type mismatch produces an error. Finding a type that we don't know
// how to handle produces an unsupported type error.
func (md *MetaData) unify(data interface{}, rv reflect.Value) error {
// Special case. Look for a `Primitive` value.
if rv.Type() == reflect.TypeOf((*Primitive)(nil)).Elem() {
// Save the undecoded data and the key context into the primitive
// value.
context := make(Key, len(md.context))
copy(context, md.context)
rv.Set(reflect.ValueOf(Primitive{
undecoded: data,
context: context,
}))
return nil
}
// Special case. Unmarshaler Interface support.
if rv.CanAddr() {
if v, ok := rv.Addr().Interface().(Unmarshaler); ok {
return v.UnmarshalTOML(data)
}
}
// Special case. Handle time.Time values specifically.
// TODO: Remove this code when we decide to drop support for Go 1.1.
// This isn't necessary in Go 1.2 because time.Time satisfies the encoding
// interfaces.
if rv.Type().AssignableTo(rvalue(time.Time{}).Type()) {
return md.unifyDatetime(data, rv)
}
// Special case. Look for a value satisfying the TextUnmarshaler interface.
if v, ok := rv.Interface().(TextUnmarshaler); ok {
return md.unifyText(data, v)
}
// BUG(burntsushi)
// The behavior here is incorrect whenever a Go type satisfies the
// encoding.TextUnmarshaler interface but also corresponds to a TOML
// hash or array. In particular, the unmarshaler should only be applied
// to primitive TOML values. But at this point, it will be applied to
// all kinds of values and produce an incorrect error whenever those values
// are hashes or arrays (including arrays of tables).
k := rv.Kind()
// laziness
if k >= reflect.Int && k <= reflect.Uint64 {
return md.unifyInt(data, rv)
}
switch k {
case reflect.Ptr:
elem := reflect.New(rv.Type().Elem())
err := md.unify(data, reflect.Indirect(elem))
if err != nil {
return err
}
rv.Set(elem)
return nil
case reflect.Struct:
return md.unifyStruct(data, rv)
case reflect.Map:
return md.unifyMap(data, rv)
case reflect.Array:
return md.unifyArray(data, rv)
case reflect.Slice:
return md.unifySlice(data, rv)
case reflect.String:
return md.unifyString(data, rv)
case reflect.Bool:
return md.unifyBool(data, rv)
case reflect.Interface:
// we only support empty interfaces.
if rv.NumMethod() > 0 {
return e("unsupported type %s", rv.Type())
}
return md.unifyAnything(data, rv)
case reflect.Float32:
fallthrough
case reflect.Float64:
return md.unifyFloat64(data, rv)
}
return e("unsupported type %s", rv.Kind())
}
func (md *MetaData) unifyStruct(mapping interface{}, rv reflect.Value) error {
tmap, ok := mapping.(map[string]interface{})
if !ok {
if mapping == nil {
return nil
}
return e("type mismatch for %s: expected table but found %T",
rv.Type().String(), mapping)
}
for key, datum := range tmap {
var f *field
fields := cachedTypeFields(rv.Type())
for i := range fields {
ff := &fields[i]
if ff.name == key {
f = ff
break
}
if f == nil && strings.EqualFold(ff.name, key) {
f = ff
}
}
if f != nil {
subv := rv
for _, i := range f.index {
subv = indirect(subv.Field(i))
}
if isUnifiable(subv) {
md.decoded[md.context.add(key).String()] = true
md.context = append(md.context, key)
if err := md.unify(datum, subv); err != nil {
return err
}
md.context = md.context[0 : len(md.context)-1]
} else if f.name != "" {
// Bad user! No soup for you!
return e("cannot write unexported field %s.%s",
rv.Type().String(), f.name)
}
}
}
return nil
}
func (md *MetaData) unifyMap(mapping interface{}, rv reflect.Value) error {
tmap, ok := mapping.(map[string]interface{})
if !ok {
if tmap == nil {
return nil
}
return badtype("map", mapping)
}
if rv.IsNil() {
rv.Set(reflect.MakeMap(rv.Type()))
}
for k, v := range tmap {
md.decoded[md.context.add(k).String()] = true
md.context = append(md.context, k)
rvkey := indirect(reflect.New(rv.Type().Key()))
rvval := reflect.Indirect(reflect.New(rv.Type().Elem()))
if err := md.unify(v, rvval); err != nil {
return err
}
md.context = md.context[0 : len(md.context)-1]
rvkey.SetString(k)
rv.SetMapIndex(rvkey, rvval)
}
return nil
}
func (md *MetaData) unifyArray(data interface{}, rv reflect.Value) error {
datav := reflect.ValueOf(data)
if datav.Kind() != reflect.Slice {
if !datav.IsValid() {
return nil
}
return badtype("slice", data)
}
sliceLen := datav.Len()
if sliceLen != rv.Len() {
return e("expected array length %d; got TOML array of length %d",
rv.Len(), sliceLen)
}
return md.unifySliceArray(datav, rv)
}
func (md *MetaData) unifySlice(data interface{}, rv reflect.Value) error {
datav := reflect.ValueOf(data)
if datav.Kind() != reflect.Slice {
if !datav.IsValid() {
return nil
}
return badtype("slice", data)
}
n := datav.Len()
if rv.IsNil() || rv.Cap() < n {
rv.Set(reflect.MakeSlice(rv.Type(), n, n))
}
rv.SetLen(n)
return md.unifySliceArray(datav, rv)
}
func (md *MetaData) unifySliceArray(data, rv reflect.Value) error {
sliceLen := data.Len()
for i := 0; i < sliceLen; i++ {
v := data.Index(i).Interface()
sliceval := indirect(rv.Index(i))
if err := md.unify(v, sliceval); err != nil {
return err
}
}
return nil
}
func (md *MetaData) unifyDatetime(data interface{}, rv reflect.Value) error {
if _, ok := data.(time.Time); ok {
rv.Set(reflect.ValueOf(data))
return nil
}
return badtype("time.Time", data)
}
func (md *MetaData) unifyString(data interface{}, rv reflect.Value) error {
if s, ok := data.(string); ok {
rv.SetString(s)
return nil
}
return badtype("string", data)
}
func (md *MetaData) unifyFloat64(data interface{}, rv reflect.Value) error {
if num, ok := data.(float64); ok {
switch rv.Kind() {
case reflect.Float32:
fallthrough
case reflect.Float64:
rv.SetFloat(num)
default:
panic("bug")
}
return nil
}
return badtype("float", data)
}
func (md *MetaData) unifyInt(data interface{}, rv reflect.Value) error {
if num, ok := data.(int64); ok {
if rv.Kind() >= reflect.Int && rv.Kind() <= reflect.Int64 {
switch rv.Kind() {
case reflect.Int, reflect.Int64:
// No bounds checking necessary.
case reflect.Int8:
if num < math.MinInt8 || num > math.MaxInt8 {
return e("value %d is out of range for int8", num)
}
case reflect.Int16:
if num < math.MinInt16 || num > math.MaxInt16 {
return e("value %d is out of range for int16", num)
}
case reflect.Int32:
if num < math.MinInt32 || num > math.MaxInt32 {
return e("value %d is out of range for int32", num)
}
}
rv.SetInt(num)
} else if rv.Kind() >= reflect.Uint && rv.Kind() <= reflect.Uint64 {
unum := uint64(num)
switch rv.Kind() {
case reflect.Uint, reflect.Uint64:
// No bounds checking necessary.
case reflect.Uint8:
if num < 0 || unum > math.MaxUint8 {
return e("value %d is out of range for uint8", num)
}
case reflect.Uint16:
if num < 0 || unum > math.MaxUint16 {
return e("value %d is out of range for uint16", num)
}
case reflect.Uint32:
if num < 0 || unum > math.MaxUint32 {
return e("value %d is out of range for uint32", num)
}
}
rv.SetUint(unum)
} else {
panic("unreachable")
}
return nil
}
return badtype("integer", data)
}
func (md *MetaData) unifyBool(data interface{}, rv reflect.Value) error {
if b, ok := data.(bool); ok {
rv.SetBool(b)
return nil
}
return badtype("boolean", data)
}
func (md *MetaData) unifyAnything(data interface{}, rv reflect.Value) error {
rv.Set(reflect.ValueOf(data))
return nil
}
func (md *MetaData) unifyText(data interface{}, v TextUnmarshaler) error {
var s string
switch sdata := data.(type) {
case TextMarshaler:
text, err := sdata.MarshalText()
if err != nil {
return err
}
s = string(text)
case fmt.Stringer:
s = sdata.String()
case string:
s = sdata
case bool:
s = fmt.Sprintf("%v", sdata)
case int64:
s = fmt.Sprintf("%d", sdata)
case float64:
s = fmt.Sprintf("%f", sdata)
default:
return badtype("primitive (string-like)", data)
}
if err := v.UnmarshalText([]byte(s)); err != nil {
return err
}
return nil
}
// rvalue returns a reflect.Value of `v`. All pointers are resolved.
func rvalue(v interface{}) reflect.Value {
return indirect(reflect.ValueOf(v))
}
// indirect returns the value pointed to by a pointer.
// Pointers are followed until the value is not a pointer.
// New values are allocated for each nil pointer.
//
// An exception to this rule is if the value satisfies an interface of
// interest to us (like encoding.TextUnmarshaler).
func indirect(v reflect.Value) reflect.Value {
if v.Kind() != reflect.Ptr {
if v.CanSet() {
pv := v.Addr()
if _, ok := pv.Interface().(TextUnmarshaler); ok {
return pv
}
}
return v
}
if v.IsNil() {
v.Set(reflect.New(v.Type().Elem()))
}
return indirect(reflect.Indirect(v))
}
func isUnifiable(rv reflect.Value) bool {
if rv.CanSet() {
return true
}
if _, ok := rv.Interface().(TextUnmarshaler); ok {
return true
}
return false
}
func badtype(expected string, data interface{}) error {
return e("cannot load TOML value of type %T into a Go %s", data, expected)
}

View File

@@ -1,121 +0,0 @@
package toml
import "strings"
// MetaData allows access to meta information about TOML data that may not
// be inferrable via reflection. In particular, whether a key has been defined
// and the TOML type of a key.
type MetaData struct {
mapping map[string]interface{}
types map[string]tomlType
keys []Key
decoded map[string]bool
context Key // Used only during decoding.
}
// IsDefined returns true if the key given exists in the TOML data. The key
// should be specified hierarchially. e.g.,
//
// // access the TOML key 'a.b.c'
// IsDefined("a", "b", "c")
//
// IsDefined will return false if an empty key given. Keys are case sensitive.
func (md *MetaData) IsDefined(key ...string) bool {
if len(key) == 0 {
return false
}
var hash map[string]interface{}
var ok bool
var hashOrVal interface{} = md.mapping
for _, k := range key {
if hash, ok = hashOrVal.(map[string]interface{}); !ok {
return false
}
if hashOrVal, ok = hash[k]; !ok {
return false
}
}
return true
}
// Type returns a string representation of the type of the key specified.
//
// Type will return the empty string if given an empty key or a key that
// does not exist. Keys are case sensitive.
func (md *MetaData) Type(key ...string) string {
fullkey := strings.Join(key, ".")
if typ, ok := md.types[fullkey]; ok {
return typ.typeString()
}
return ""
}
// Key is the type of any TOML key, including key groups. Use (MetaData).Keys
// to get values of this type.
type Key []string
func (k Key) String() string {
return strings.Join(k, ".")
}
func (k Key) maybeQuotedAll() string {
var ss []string
for i := range k {
ss = append(ss, k.maybeQuoted(i))
}
return strings.Join(ss, ".")
}
func (k Key) maybeQuoted(i int) string {
quote := false
for _, c := range k[i] {
if !isBareKeyChar(c) {
quote = true
break
}
}
if quote {
return "\"" + strings.Replace(k[i], "\"", "\\\"", -1) + "\""
}
return k[i]
}
func (k Key) add(piece string) Key {
newKey := make(Key, len(k)+1)
copy(newKey, k)
newKey[len(k)] = piece
return newKey
}
// Keys returns a slice of every key in the TOML data, including key groups.
// Each key is itself a slice, where the first element is the top of the
// hierarchy and the last is the most specific.
//
// The list will have the same order as the keys appeared in the TOML data.
//
// All keys returned are non-empty.
func (md *MetaData) Keys() []Key {
return md.keys
}
// Undecoded returns all keys that have not been decoded in the order in which
// they appear in the original TOML document.
//
// This includes keys that haven't been decoded because of a Primitive value.
// Once the Primitive value is decoded, the keys will be considered decoded.
//
// Also note that decoding into an empty interface will result in no decoding,
// and so no keys will be considered decoded.
//
// In this sense, the Undecoded keys correspond to keys in the TOML document
// that do not have a concrete type in your representation.
func (md *MetaData) Undecoded() []Key {
undecoded := make([]Key, 0, len(md.keys))
for _, key := range md.keys {
if !md.decoded[key.String()] {
undecoded = append(undecoded, key)
}
}
return undecoded
}

View File

@@ -1,27 +0,0 @@
/*
Package toml provides facilities for decoding and encoding TOML configuration
files via reflection. There is also support for delaying decoding with
the Primitive type, and querying the set of keys in a TOML document with the
MetaData type.
The specification implemented: https://github.com/toml-lang/toml
The sub-command github.com/BurntSushi/toml/cmd/tomlv can be used to verify
whether a file is a valid TOML document. It can also be used to print the
type of each key in a TOML document.
Testing
There are two important types of tests used for this package. The first is
contained inside '*_test.go' files and uses the standard Go unit testing
framework. These tests are primarily devoted to holistically testing the
decoder and encoder.
The second type of testing is used to verify the implementation's adherence
to the TOML specification. These tests have been factored into their own
project: https://github.com/BurntSushi/toml-test
The reason the tests are in a separate project is so that they can be used by
any implementation of TOML. Namely, it is language agnostic.
*/
package toml

View File

@@ -1,568 +0,0 @@
package toml
import (
"bufio"
"errors"
"fmt"
"io"
"reflect"
"sort"
"strconv"
"strings"
"time"
)
type tomlEncodeError struct{ error }
var (
errArrayMixedElementTypes = errors.New(
"toml: cannot encode array with mixed element types")
errArrayNilElement = errors.New(
"toml: cannot encode array with nil element")
errNonString = errors.New(
"toml: cannot encode a map with non-string key type")
errAnonNonStruct = errors.New(
"toml: cannot encode an anonymous field that is not a struct")
errArrayNoTable = errors.New(
"toml: TOML array element cannot contain a table")
errNoKey = errors.New(
"toml: top-level values must be Go maps or structs")
errAnything = errors.New("") // used in testing
)
var quotedReplacer = strings.NewReplacer(
"\t", "\\t",
"\n", "\\n",
"\r", "\\r",
"\"", "\\\"",
"\\", "\\\\",
)
// Encoder controls the encoding of Go values to a TOML document to some
// io.Writer.
//
// The indentation level can be controlled with the Indent field.
type Encoder struct {
// A single indentation level. By default it is two spaces.
Indent string
// hasWritten is whether we have written any output to w yet.
hasWritten bool
w *bufio.Writer
}
// NewEncoder returns a TOML encoder that encodes Go values to the io.Writer
// given. By default, a single indentation level is 2 spaces.
func NewEncoder(w io.Writer) *Encoder {
return &Encoder{
w: bufio.NewWriter(w),
Indent: " ",
}
}
// Encode writes a TOML representation of the Go value to the underlying
// io.Writer. If the value given cannot be encoded to a valid TOML document,
// then an error is returned.
//
// The mapping between Go values and TOML values should be precisely the same
// as for the Decode* functions. Similarly, the TextMarshaler interface is
// supported by encoding the resulting bytes as strings. (If you want to write
// arbitrary binary data then you will need to use something like base64 since
// TOML does not have any binary types.)
//
// When encoding TOML hashes (i.e., Go maps or structs), keys without any
// sub-hashes are encoded first.
//
// If a Go map is encoded, then its keys are sorted alphabetically for
// deterministic output. More control over this behavior may be provided if
// there is demand for it.
//
// Encoding Go values without a corresponding TOML representation---like map
// types with non-string keys---will cause an error to be returned. Similarly
// for mixed arrays/slices, arrays/slices with nil elements, embedded
// non-struct types and nested slices containing maps or structs.
// (e.g., [][]map[string]string is not allowed but []map[string]string is OK
// and so is []map[string][]string.)
func (enc *Encoder) Encode(v interface{}) error {
rv := eindirect(reflect.ValueOf(v))
if err := enc.safeEncode(Key([]string{}), rv); err != nil {
return err
}
return enc.w.Flush()
}
func (enc *Encoder) safeEncode(key Key, rv reflect.Value) (err error) {
defer func() {
if r := recover(); r != nil {
if terr, ok := r.(tomlEncodeError); ok {
err = terr.error
return
}
panic(r)
}
}()
enc.encode(key, rv)
return nil
}
func (enc *Encoder) encode(key Key, rv reflect.Value) {
// Special case. Time needs to be in ISO8601 format.
// Special case. If we can marshal the type to text, then we used that.
// Basically, this prevents the encoder for handling these types as
// generic structs (or whatever the underlying type of a TextMarshaler is).
switch rv.Interface().(type) {
case time.Time, TextMarshaler:
enc.keyEqElement(key, rv)
return
}
k := rv.Kind()
switch k {
case reflect.Int, reflect.Int8, reflect.Int16, reflect.Int32,
reflect.Int64,
reflect.Uint, reflect.Uint8, reflect.Uint16, reflect.Uint32,
reflect.Uint64,
reflect.Float32, reflect.Float64, reflect.String, reflect.Bool:
enc.keyEqElement(key, rv)
case reflect.Array, reflect.Slice:
if typeEqual(tomlArrayHash, tomlTypeOfGo(rv)) {
enc.eArrayOfTables(key, rv)
} else {
enc.keyEqElement(key, rv)
}
case reflect.Interface:
if rv.IsNil() {
return
}
enc.encode(key, rv.Elem())
case reflect.Map:
if rv.IsNil() {
return
}
enc.eTable(key, rv)
case reflect.Ptr:
if rv.IsNil() {
return
}
enc.encode(key, rv.Elem())
case reflect.Struct:
enc.eTable(key, rv)
default:
panic(e("unsupported type for key '%s': %s", key, k))
}
}
// eElement encodes any value that can be an array element (primitives and
// arrays).
func (enc *Encoder) eElement(rv reflect.Value) {
switch v := rv.Interface().(type) {
case time.Time:
// Special case time.Time as a primitive. Has to come before
// TextMarshaler below because time.Time implements
// encoding.TextMarshaler, but we need to always use UTC.
enc.wf(v.UTC().Format("2006-01-02T15:04:05Z"))
return
case TextMarshaler:
// Special case. Use text marshaler if it's available for this value.
if s, err := v.MarshalText(); err != nil {
encPanic(err)
} else {
enc.writeQuoted(string(s))
}
return
}
switch rv.Kind() {
case reflect.Bool:
enc.wf(strconv.FormatBool(rv.Bool()))
case reflect.Int, reflect.Int8, reflect.Int16, reflect.Int32,
reflect.Int64:
enc.wf(strconv.FormatInt(rv.Int(), 10))
case reflect.Uint, reflect.Uint8, reflect.Uint16,
reflect.Uint32, reflect.Uint64:
enc.wf(strconv.FormatUint(rv.Uint(), 10))
case reflect.Float32:
enc.wf(floatAddDecimal(strconv.FormatFloat(rv.Float(), 'f', -1, 32)))
case reflect.Float64:
enc.wf(floatAddDecimal(strconv.FormatFloat(rv.Float(), 'f', -1, 64)))
case reflect.Array, reflect.Slice:
enc.eArrayOrSliceElement(rv)
case reflect.Interface:
enc.eElement(rv.Elem())
case reflect.String:
enc.writeQuoted(rv.String())
default:
panic(e("unexpected primitive type: %s", rv.Kind()))
}
}
// By the TOML spec, all floats must have a decimal with at least one
// number on either side.
func floatAddDecimal(fstr string) string {
if !strings.Contains(fstr, ".") {
return fstr + ".0"
}
return fstr
}
func (enc *Encoder) writeQuoted(s string) {
enc.wf("\"%s\"", quotedReplacer.Replace(s))
}
func (enc *Encoder) eArrayOrSliceElement(rv reflect.Value) {
length := rv.Len()
enc.wf("[")
for i := 0; i < length; i++ {
elem := rv.Index(i)
enc.eElement(elem)
if i != length-1 {
enc.wf(", ")
}
}
enc.wf("]")
}
func (enc *Encoder) eArrayOfTables(key Key, rv reflect.Value) {
if len(key) == 0 {
encPanic(errNoKey)
}
for i := 0; i < rv.Len(); i++ {
trv := rv.Index(i)
if isNil(trv) {
continue
}
panicIfInvalidKey(key)
enc.newline()
enc.wf("%s[[%s]]", enc.indentStr(key), key.maybeQuotedAll())
enc.newline()
enc.eMapOrStruct(key, trv)
}
}
func (enc *Encoder) eTable(key Key, rv reflect.Value) {
panicIfInvalidKey(key)
if len(key) == 1 {
// Output an extra newline between top-level tables.
// (The newline isn't written if nothing else has been written though.)
enc.newline()
}
if len(key) > 0 {
enc.wf("%s[%s]", enc.indentStr(key), key.maybeQuotedAll())
enc.newline()
}
enc.eMapOrStruct(key, rv)
}
func (enc *Encoder) eMapOrStruct(key Key, rv reflect.Value) {
switch rv := eindirect(rv); rv.Kind() {
case reflect.Map:
enc.eMap(key, rv)
case reflect.Struct:
enc.eStruct(key, rv)
default:
panic("eTable: unhandled reflect.Value Kind: " + rv.Kind().String())
}
}
func (enc *Encoder) eMap(key Key, rv reflect.Value) {
rt := rv.Type()
if rt.Key().Kind() != reflect.String {
encPanic(errNonString)
}
// Sort keys so that we have deterministic output. And write keys directly
// underneath this key first, before writing sub-structs or sub-maps.
var mapKeysDirect, mapKeysSub []string
for _, mapKey := range rv.MapKeys() {
k := mapKey.String()
if typeIsHash(tomlTypeOfGo(rv.MapIndex(mapKey))) {
mapKeysSub = append(mapKeysSub, k)
} else {
mapKeysDirect = append(mapKeysDirect, k)
}
}
var writeMapKeys = func(mapKeys []string) {
sort.Strings(mapKeys)
for _, mapKey := range mapKeys {
mrv := rv.MapIndex(reflect.ValueOf(mapKey))
if isNil(mrv) {
// Don't write anything for nil fields.
continue
}
enc.encode(key.add(mapKey), mrv)
}
}
writeMapKeys(mapKeysDirect)
writeMapKeys(mapKeysSub)
}
func (enc *Encoder) eStruct(key Key, rv reflect.Value) {
// Write keys for fields directly under this key first, because if we write
// a field that creates a new table, then all keys under it will be in that
// table (not the one we're writing here).
rt := rv.Type()
var fieldsDirect, fieldsSub [][]int
var addFields func(rt reflect.Type, rv reflect.Value, start []int)
addFields = func(rt reflect.Type, rv reflect.Value, start []int) {
for i := 0; i < rt.NumField(); i++ {
f := rt.Field(i)
// skip unexported fields
if f.PkgPath != "" && !f.Anonymous {
continue
}
frv := rv.Field(i)
if f.Anonymous {
t := f.Type
switch t.Kind() {
case reflect.Struct:
// Treat anonymous struct fields with
// tag names as though they are not
// anonymous, like encoding/json does.
if getOptions(f.Tag).name == "" {
addFields(t, frv, f.Index)
continue
}
case reflect.Ptr:
if t.Elem().Kind() == reflect.Struct &&
getOptions(f.Tag).name == "" {
if !frv.IsNil() {
addFields(t.Elem(), frv.Elem(), f.Index)
}
continue
}
// Fall through to the normal field encoding logic below
// for non-struct anonymous fields.
}
}
if typeIsHash(tomlTypeOfGo(frv)) {
fieldsSub = append(fieldsSub, append(start, f.Index...))
} else {
fieldsDirect = append(fieldsDirect, append(start, f.Index...))
}
}
}
addFields(rt, rv, nil)
var writeFields = func(fields [][]int) {
for _, fieldIndex := range fields {
sft := rt.FieldByIndex(fieldIndex)
sf := rv.FieldByIndex(fieldIndex)
if isNil(sf) {
// Don't write anything for nil fields.
continue
}
opts := getOptions(sft.Tag)
if opts.skip {
continue
}
keyName := sft.Name
if opts.name != "" {
keyName = opts.name
}
if opts.omitempty && isEmpty(sf) {
continue
}
if opts.omitzero && isZero(sf) {
continue
}
enc.encode(key.add(keyName), sf)
}
}
writeFields(fieldsDirect)
writeFields(fieldsSub)
}
// tomlTypeName returns the TOML type name of the Go value's type. It is
// used to determine whether the types of array elements are mixed (which is
// forbidden). If the Go value is nil, then it is illegal for it to be an array
// element, and valueIsNil is returned as true.
// Returns the TOML type of a Go value. The type may be `nil`, which means
// no concrete TOML type could be found.
func tomlTypeOfGo(rv reflect.Value) tomlType {
if isNil(rv) || !rv.IsValid() {
return nil
}
switch rv.Kind() {
case reflect.Bool:
return tomlBool
case reflect.Int, reflect.Int8, reflect.Int16, reflect.Int32,
reflect.Int64,
reflect.Uint, reflect.Uint8, reflect.Uint16, reflect.Uint32,
reflect.Uint64:
return tomlInteger
case reflect.Float32, reflect.Float64:
return tomlFloat
case reflect.Array, reflect.Slice:
if typeEqual(tomlHash, tomlArrayType(rv)) {
return tomlArrayHash
}
return tomlArray
case reflect.Ptr, reflect.Interface:
return tomlTypeOfGo(rv.Elem())
case reflect.String:
return tomlString
case reflect.Map:
return tomlHash
case reflect.Struct:
switch rv.Interface().(type) {
case time.Time:
return tomlDatetime
case TextMarshaler:
return tomlString
default:
return tomlHash
}
default:
panic("unexpected reflect.Kind: " + rv.Kind().String())
}
}
// tomlArrayType returns the element type of a TOML array. The type returned
// may be nil if it cannot be determined (e.g., a nil slice or a zero length
// slize). This function may also panic if it finds a type that cannot be
// expressed in TOML (such as nil elements, heterogeneous arrays or directly
// nested arrays of tables).
func tomlArrayType(rv reflect.Value) tomlType {
if isNil(rv) || !rv.IsValid() || rv.Len() == 0 {
return nil
}
firstType := tomlTypeOfGo(rv.Index(0))
if firstType == nil {
encPanic(errArrayNilElement)
}
rvlen := rv.Len()
for i := 1; i < rvlen; i++ {
elem := rv.Index(i)
switch elemType := tomlTypeOfGo(elem); {
case elemType == nil:
encPanic(errArrayNilElement)
case !typeEqual(firstType, elemType):
encPanic(errArrayMixedElementTypes)
}
}
// If we have a nested array, then we must make sure that the nested
// array contains ONLY primitives.
// This checks arbitrarily nested arrays.
if typeEqual(firstType, tomlArray) || typeEqual(firstType, tomlArrayHash) {
nest := tomlArrayType(eindirect(rv.Index(0)))
if typeEqual(nest, tomlHash) || typeEqual(nest, tomlArrayHash) {
encPanic(errArrayNoTable)
}
}
return firstType
}
type tagOptions struct {
skip bool // "-"
name string
omitempty bool
omitzero bool
}
func getOptions(tag reflect.StructTag) tagOptions {
t := tag.Get("toml")
if t == "-" {
return tagOptions{skip: true}
}
var opts tagOptions
parts := strings.Split(t, ",")
opts.name = parts[0]
for _, s := range parts[1:] {
switch s {
case "omitempty":
opts.omitempty = true
case "omitzero":
opts.omitzero = true
}
}
return opts
}
func isZero(rv reflect.Value) bool {
switch rv.Kind() {
case reflect.Int, reflect.Int8, reflect.Int16, reflect.Int32, reflect.Int64:
return rv.Int() == 0
case reflect.Uint, reflect.Uint8, reflect.Uint16, reflect.Uint32, reflect.Uint64:
return rv.Uint() == 0
case reflect.Float32, reflect.Float64:
return rv.Float() == 0.0
}
return false
}
func isEmpty(rv reflect.Value) bool {
switch rv.Kind() {
case reflect.Array, reflect.Slice, reflect.Map, reflect.String:
return rv.Len() == 0
case reflect.Bool:
return !rv.Bool()
}
return false
}
func (enc *Encoder) newline() {
if enc.hasWritten {
enc.wf("\n")
}
}
func (enc *Encoder) keyEqElement(key Key, val reflect.Value) {
if len(key) == 0 {
encPanic(errNoKey)
}
panicIfInvalidKey(key)
enc.wf("%s%s = ", enc.indentStr(key), key.maybeQuoted(len(key)-1))
enc.eElement(val)
enc.newline()
}
func (enc *Encoder) wf(format string, v ...interface{}) {
if _, err := fmt.Fprintf(enc.w, format, v...); err != nil {
encPanic(err)
}
enc.hasWritten = true
}
func (enc *Encoder) indentStr(key Key) string {
return strings.Repeat(enc.Indent, len(key)-1)
}
func encPanic(err error) {
panic(tomlEncodeError{err})
}
func eindirect(v reflect.Value) reflect.Value {
switch v.Kind() {
case reflect.Ptr, reflect.Interface:
return eindirect(v.Elem())
default:
return v
}
}
func isNil(rv reflect.Value) bool {
switch rv.Kind() {
case reflect.Interface, reflect.Map, reflect.Ptr, reflect.Slice:
return rv.IsNil()
default:
return false
}
}
func panicIfInvalidKey(key Key) {
for _, k := range key {
if len(k) == 0 {
encPanic(e("Key '%s' is not a valid table name. Key names "+
"cannot be empty.", key.maybeQuotedAll()))
}
}
}
func isValidKeyName(s string) bool {
return len(s) != 0
}

View File

@@ -1,19 +0,0 @@
// +build go1.2
package toml
// In order to support Go 1.1, we define our own TextMarshaler and
// TextUnmarshaler types. For Go 1.2+, we just alias them with the
// standard library interfaces.
import (
"encoding"
)
// TextMarshaler is a synonym for encoding.TextMarshaler. It is defined here
// so that Go 1.1 can be supported.
type TextMarshaler encoding.TextMarshaler
// TextUnmarshaler is a synonym for encoding.TextUnmarshaler. It is defined
// here so that Go 1.1 can be supported.
type TextUnmarshaler encoding.TextUnmarshaler

View File

@@ -1,18 +0,0 @@
// +build !go1.2
package toml
// These interfaces were introduced in Go 1.2, so we add them manually when
// compiling for Go 1.1.
// TextMarshaler is a synonym for encoding.TextMarshaler. It is defined here
// so that Go 1.1 can be supported.
type TextMarshaler interface {
MarshalText() (text []byte, err error)
}
// TextUnmarshaler is a synonym for encoding.TextUnmarshaler. It is defined
// here so that Go 1.1 can be supported.
type TextUnmarshaler interface {
UnmarshalText(text []byte) error
}

View File

@@ -1,953 +0,0 @@
package toml
import (
"fmt"
"strings"
"unicode"
"unicode/utf8"
)
type itemType int
const (
itemError itemType = iota
itemNIL // used in the parser to indicate no type
itemEOF
itemText
itemString
itemRawString
itemMultilineString
itemRawMultilineString
itemBool
itemInteger
itemFloat
itemDatetime
itemArray // the start of an array
itemArrayEnd
itemTableStart
itemTableEnd
itemArrayTableStart
itemArrayTableEnd
itemKeyStart
itemCommentStart
itemInlineTableStart
itemInlineTableEnd
)
const (
eof = 0
comma = ','
tableStart = '['
tableEnd = ']'
arrayTableStart = '['
arrayTableEnd = ']'
tableSep = '.'
keySep = '='
arrayStart = '['
arrayEnd = ']'
commentStart = '#'
stringStart = '"'
stringEnd = '"'
rawStringStart = '\''
rawStringEnd = '\''
inlineTableStart = '{'
inlineTableEnd = '}'
)
type stateFn func(lx *lexer) stateFn
type lexer struct {
input string
start int
pos int
line int
state stateFn
items chan item
// Allow for backing up up to three runes.
// This is necessary because TOML contains 3-rune tokens (""" and ''').
prevWidths [3]int
nprev int // how many of prevWidths are in use
// If we emit an eof, we can still back up, but it is not OK to call
// next again.
atEOF bool
// A stack of state functions used to maintain context.
// The idea is to reuse parts of the state machine in various places.
// For example, values can appear at the top level or within arbitrarily
// nested arrays. The last state on the stack is used after a value has
// been lexed. Similarly for comments.
stack []stateFn
}
type item struct {
typ itemType
val string
line int
}
func (lx *lexer) nextItem() item {
for {
select {
case item := <-lx.items:
return item
default:
lx.state = lx.state(lx)
}
}
}
func lex(input string) *lexer {
lx := &lexer{
input: input,
state: lexTop,
line: 1,
items: make(chan item, 10),
stack: make([]stateFn, 0, 10),
}
return lx
}
func (lx *lexer) push(state stateFn) {
lx.stack = append(lx.stack, state)
}
func (lx *lexer) pop() stateFn {
if len(lx.stack) == 0 {
return lx.errorf("BUG in lexer: no states to pop")
}
last := lx.stack[len(lx.stack)-1]
lx.stack = lx.stack[0 : len(lx.stack)-1]
return last
}
func (lx *lexer) current() string {
return lx.input[lx.start:lx.pos]
}
func (lx *lexer) emit(typ itemType) {
lx.items <- item{typ, lx.current(), lx.line}
lx.start = lx.pos
}
func (lx *lexer) emitTrim(typ itemType) {
lx.items <- item{typ, strings.TrimSpace(lx.current()), lx.line}
lx.start = lx.pos
}
func (lx *lexer) next() (r rune) {
if lx.atEOF {
panic("next called after EOF")
}
if lx.pos >= len(lx.input) {
lx.atEOF = true
return eof
}
if lx.input[lx.pos] == '\n' {
lx.line++
}
lx.prevWidths[2] = lx.prevWidths[1]
lx.prevWidths[1] = lx.prevWidths[0]
if lx.nprev < 3 {
lx.nprev++
}
r, w := utf8.DecodeRuneInString(lx.input[lx.pos:])
lx.prevWidths[0] = w
lx.pos += w
return r
}
// ignore skips over the pending input before this point.
func (lx *lexer) ignore() {
lx.start = lx.pos
}
// backup steps back one rune. Can be called only twice between calls to next.
func (lx *lexer) backup() {
if lx.atEOF {
lx.atEOF = false
return
}
if lx.nprev < 1 {
panic("backed up too far")
}
w := lx.prevWidths[0]
lx.prevWidths[0] = lx.prevWidths[1]
lx.prevWidths[1] = lx.prevWidths[2]
lx.nprev--
lx.pos -= w
if lx.pos < len(lx.input) && lx.input[lx.pos] == '\n' {
lx.line--
}
}
// accept consumes the next rune if it's equal to `valid`.
func (lx *lexer) accept(valid rune) bool {
if lx.next() == valid {
return true
}
lx.backup()
return false
}
// peek returns but does not consume the next rune in the input.
func (lx *lexer) peek() rune {
r := lx.next()
lx.backup()
return r
}
// skip ignores all input that matches the given predicate.
func (lx *lexer) skip(pred func(rune) bool) {
for {
r := lx.next()
if pred(r) {
continue
}
lx.backup()
lx.ignore()
return
}
}
// errorf stops all lexing by emitting an error and returning `nil`.
// Note that any value that is a character is escaped if it's a special
// character (newlines, tabs, etc.).
func (lx *lexer) errorf(format string, values ...interface{}) stateFn {
lx.items <- item{
itemError,
fmt.Sprintf(format, values...),
lx.line,
}
return nil
}
// lexTop consumes elements at the top level of TOML data.
func lexTop(lx *lexer) stateFn {
r := lx.next()
if isWhitespace(r) || isNL(r) {
return lexSkip(lx, lexTop)
}
switch r {
case commentStart:
lx.push(lexTop)
return lexCommentStart
case tableStart:
return lexTableStart
case eof:
if lx.pos > lx.start {
return lx.errorf("unexpected EOF")
}
lx.emit(itemEOF)
return nil
}
// At this point, the only valid item can be a key, so we back up
// and let the key lexer do the rest.
lx.backup()
lx.push(lexTopEnd)
return lexKeyStart
}
// lexTopEnd is entered whenever a top-level item has been consumed. (A value
// or a table.) It must see only whitespace, and will turn back to lexTop
// upon a newline. If it sees EOF, it will quit the lexer successfully.
func lexTopEnd(lx *lexer) stateFn {
r := lx.next()
switch {
case r == commentStart:
// a comment will read to a newline for us.
lx.push(lexTop)
return lexCommentStart
case isWhitespace(r):
return lexTopEnd
case isNL(r):
lx.ignore()
return lexTop
case r == eof:
lx.emit(itemEOF)
return nil
}
return lx.errorf("expected a top-level item to end with a newline, "+
"comment, or EOF, but got %q instead", r)
}
// lexTable lexes the beginning of a table. Namely, it makes sure that
// it starts with a character other than '.' and ']'.
// It assumes that '[' has already been consumed.
// It also handles the case that this is an item in an array of tables.
// e.g., '[[name]]'.
func lexTableStart(lx *lexer) stateFn {
if lx.peek() == arrayTableStart {
lx.next()
lx.emit(itemArrayTableStart)
lx.push(lexArrayTableEnd)
} else {
lx.emit(itemTableStart)
lx.push(lexTableEnd)
}
return lexTableNameStart
}
func lexTableEnd(lx *lexer) stateFn {
lx.emit(itemTableEnd)
return lexTopEnd
}
func lexArrayTableEnd(lx *lexer) stateFn {
if r := lx.next(); r != arrayTableEnd {
return lx.errorf("expected end of table array name delimiter %q, "+
"but got %q instead", arrayTableEnd, r)
}
lx.emit(itemArrayTableEnd)
return lexTopEnd
}
func lexTableNameStart(lx *lexer) stateFn {
lx.skip(isWhitespace)
switch r := lx.peek(); {
case r == tableEnd || r == eof:
return lx.errorf("unexpected end of table name " +
"(table names cannot be empty)")
case r == tableSep:
return lx.errorf("unexpected table separator " +
"(table names cannot be empty)")
case r == stringStart || r == rawStringStart:
lx.ignore()
lx.push(lexTableNameEnd)
return lexValue // reuse string lexing
default:
return lexBareTableName
}
}
// lexBareTableName lexes the name of a table. It assumes that at least one
// valid character for the table has already been read.
func lexBareTableName(lx *lexer) stateFn {
r := lx.next()
if isBareKeyChar(r) {
return lexBareTableName
}
lx.backup()
lx.emit(itemText)
return lexTableNameEnd
}
// lexTableNameEnd reads the end of a piece of a table name, optionally
// consuming whitespace.
func lexTableNameEnd(lx *lexer) stateFn {
lx.skip(isWhitespace)
switch r := lx.next(); {
case isWhitespace(r):
return lexTableNameEnd
case r == tableSep:
lx.ignore()
return lexTableNameStart
case r == tableEnd:
return lx.pop()
default:
return lx.errorf("expected '.' or ']' to end table name, "+
"but got %q instead", r)
}
}
// lexKeyStart consumes a key name up until the first non-whitespace character.
// lexKeyStart will ignore whitespace.
func lexKeyStart(lx *lexer) stateFn {
r := lx.peek()
switch {
case r == keySep:
return lx.errorf("unexpected key separator %q", keySep)
case isWhitespace(r) || isNL(r):
lx.next()
return lexSkip(lx, lexKeyStart)
case r == stringStart || r == rawStringStart:
lx.ignore()
lx.emit(itemKeyStart)
lx.push(lexKeyEnd)
return lexValue // reuse string lexing
default:
lx.ignore()
lx.emit(itemKeyStart)
return lexBareKey
}
}
// lexBareKey consumes the text of a bare key. Assumes that the first character
// (which is not whitespace) has not yet been consumed.
func lexBareKey(lx *lexer) stateFn {
switch r := lx.next(); {
case isBareKeyChar(r):
return lexBareKey
case isWhitespace(r):
lx.backup()
lx.emit(itemText)
return lexKeyEnd
case r == keySep:
lx.backup()
lx.emit(itemText)
return lexKeyEnd
default:
return lx.errorf("bare keys cannot contain %q", r)
}
}
// lexKeyEnd consumes the end of a key and trims whitespace (up to the key
// separator).
func lexKeyEnd(lx *lexer) stateFn {
switch r := lx.next(); {
case r == keySep:
return lexSkip(lx, lexValue)
case isWhitespace(r):
return lexSkip(lx, lexKeyEnd)
default:
return lx.errorf("expected key separator %q, but got %q instead",
keySep, r)
}
}
// lexValue starts the consumption of a value anywhere a value is expected.
// lexValue will ignore whitespace.
// After a value is lexed, the last state on the next is popped and returned.
func lexValue(lx *lexer) stateFn {
// We allow whitespace to precede a value, but NOT newlines.
// In array syntax, the array states are responsible for ignoring newlines.
r := lx.next()
switch {
case isWhitespace(r):
return lexSkip(lx, lexValue)
case isDigit(r):
lx.backup() // avoid an extra state and use the same as above
return lexNumberOrDateStart
}
switch r {
case arrayStart:
lx.ignore()
lx.emit(itemArray)
return lexArrayValue
case inlineTableStart:
lx.ignore()
lx.emit(itemInlineTableStart)
return lexInlineTableValue
case stringStart:
if lx.accept(stringStart) {
if lx.accept(stringStart) {
lx.ignore() // Ignore """
return lexMultilineString
}
lx.backup()
}
lx.ignore() // ignore the '"'
return lexString
case rawStringStart:
if lx.accept(rawStringStart) {
if lx.accept(rawStringStart) {
lx.ignore() // Ignore """
return lexMultilineRawString
}
lx.backup()
}
lx.ignore() // ignore the "'"
return lexRawString
case '+', '-':
return lexNumberStart
case '.': // special error case, be kind to users
return lx.errorf("floats must start with a digit, not '.'")
}
if unicode.IsLetter(r) {
// Be permissive here; lexBool will give a nice error if the
// user wrote something like
// x = foo
// (i.e. not 'true' or 'false' but is something else word-like.)
lx.backup()
return lexBool
}
return lx.errorf("expected value but found %q instead", r)
}
// lexArrayValue consumes one value in an array. It assumes that '[' or ','
// have already been consumed. All whitespace and newlines are ignored.
func lexArrayValue(lx *lexer) stateFn {
r := lx.next()
switch {
case isWhitespace(r) || isNL(r):
return lexSkip(lx, lexArrayValue)
case r == commentStart:
lx.push(lexArrayValue)
return lexCommentStart
case r == comma:
return lx.errorf("unexpected comma")
case r == arrayEnd:
// NOTE(caleb): The spec isn't clear about whether you can have
// a trailing comma or not, so we'll allow it.
return lexArrayEnd
}
lx.backup()
lx.push(lexArrayValueEnd)
return lexValue
}
// lexArrayValueEnd consumes everything between the end of an array value and
// the next value (or the end of the array): it ignores whitespace and newlines
// and expects either a ',' or a ']'.
func lexArrayValueEnd(lx *lexer) stateFn {
r := lx.next()
switch {
case isWhitespace(r) || isNL(r):
return lexSkip(lx, lexArrayValueEnd)
case r == commentStart:
lx.push(lexArrayValueEnd)
return lexCommentStart
case r == comma:
lx.ignore()
return lexArrayValue // move on to the next value
case r == arrayEnd:
return lexArrayEnd
}
return lx.errorf(
"expected a comma or array terminator %q, but got %q instead",
arrayEnd, r,
)
}
// lexArrayEnd finishes the lexing of an array.
// It assumes that a ']' has just been consumed.
func lexArrayEnd(lx *lexer) stateFn {
lx.ignore()
lx.emit(itemArrayEnd)
return lx.pop()
}
// lexInlineTableValue consumes one key/value pair in an inline table.
// It assumes that '{' or ',' have already been consumed. Whitespace is ignored.
func lexInlineTableValue(lx *lexer) stateFn {
r := lx.next()
switch {
case isWhitespace(r):
return lexSkip(lx, lexInlineTableValue)
case isNL(r):
return lx.errorf("newlines not allowed within inline tables")
case r == commentStart:
lx.push(lexInlineTableValue)
return lexCommentStart
case r == comma:
return lx.errorf("unexpected comma")
case r == inlineTableEnd:
return lexInlineTableEnd
}
lx.backup()
lx.push(lexInlineTableValueEnd)
return lexKeyStart
}
// lexInlineTableValueEnd consumes everything between the end of an inline table
// key/value pair and the next pair (or the end of the table):
// it ignores whitespace and expects either a ',' or a '}'.
func lexInlineTableValueEnd(lx *lexer) stateFn {
r := lx.next()
switch {
case isWhitespace(r):
return lexSkip(lx, lexInlineTableValueEnd)
case isNL(r):
return lx.errorf("newlines not allowed within inline tables")
case r == commentStart:
lx.push(lexInlineTableValueEnd)
return lexCommentStart
case r == comma:
lx.ignore()
return lexInlineTableValue
case r == inlineTableEnd:
return lexInlineTableEnd
}
return lx.errorf("expected a comma or an inline table terminator %q, "+
"but got %q instead", inlineTableEnd, r)
}
// lexInlineTableEnd finishes the lexing of an inline table.
// It assumes that a '}' has just been consumed.
func lexInlineTableEnd(lx *lexer) stateFn {
lx.ignore()
lx.emit(itemInlineTableEnd)
return lx.pop()
}
// lexString consumes the inner contents of a string. It assumes that the
// beginning '"' has already been consumed and ignored.
func lexString(lx *lexer) stateFn {
r := lx.next()
switch {
case r == eof:
return lx.errorf("unexpected EOF")
case isNL(r):
return lx.errorf("strings cannot contain newlines")
case r == '\\':
lx.push(lexString)
return lexStringEscape
case r == stringEnd:
lx.backup()
lx.emit(itemString)
lx.next()
lx.ignore()
return lx.pop()
}
return lexString
}
// lexMultilineString consumes the inner contents of a string. It assumes that
// the beginning '"""' has already been consumed and ignored.
func lexMultilineString(lx *lexer) stateFn {
switch lx.next() {
case eof:
return lx.errorf("unexpected EOF")
case '\\':
return lexMultilineStringEscape
case stringEnd:
if lx.accept(stringEnd) {
if lx.accept(stringEnd) {
lx.backup()
lx.backup()
lx.backup()
lx.emit(itemMultilineString)
lx.next()
lx.next()
lx.next()
lx.ignore()
return lx.pop()
}
lx.backup()
}
}
return lexMultilineString
}
// lexRawString consumes a raw string. Nothing can be escaped in such a string.
// It assumes that the beginning "'" has already been consumed and ignored.
func lexRawString(lx *lexer) stateFn {
r := lx.next()
switch {
case r == eof:
return lx.errorf("unexpected EOF")
case isNL(r):
return lx.errorf("strings cannot contain newlines")
case r == rawStringEnd:
lx.backup()
lx.emit(itemRawString)
lx.next()
lx.ignore()
return lx.pop()
}
return lexRawString
}
// lexMultilineRawString consumes a raw string. Nothing can be escaped in such
// a string. It assumes that the beginning "'''" has already been consumed and
// ignored.
func lexMultilineRawString(lx *lexer) stateFn {
switch lx.next() {
case eof:
return lx.errorf("unexpected EOF")
case rawStringEnd:
if lx.accept(rawStringEnd) {
if lx.accept(rawStringEnd) {
lx.backup()
lx.backup()
lx.backup()
lx.emit(itemRawMultilineString)
lx.next()
lx.next()
lx.next()
lx.ignore()
return lx.pop()
}
lx.backup()
}
}
return lexMultilineRawString
}
// lexMultilineStringEscape consumes an escaped character. It assumes that the
// preceding '\\' has already been consumed.
func lexMultilineStringEscape(lx *lexer) stateFn {
// Handle the special case first:
if isNL(lx.next()) {
return lexMultilineString
}
lx.backup()
lx.push(lexMultilineString)
return lexStringEscape(lx)
}
func lexStringEscape(lx *lexer) stateFn {
r := lx.next()
switch r {
case 'b':
fallthrough
case 't':
fallthrough
case 'n':
fallthrough
case 'f':
fallthrough
case 'r':
fallthrough
case '"':
fallthrough
case '\\':
return lx.pop()
case 'u':
return lexShortUnicodeEscape
case 'U':
return lexLongUnicodeEscape
}
return lx.errorf("invalid escape character %q; only the following "+
"escape characters are allowed: "+
`\b, \t, \n, \f, \r, \", \\, \uXXXX, and \UXXXXXXXX`, r)
}
func lexShortUnicodeEscape(lx *lexer) stateFn {
var r rune
for i := 0; i < 4; i++ {
r = lx.next()
if !isHexadecimal(r) {
return lx.errorf(`expected four hexadecimal digits after '\u', `+
"but got %q instead", lx.current())
}
}
return lx.pop()
}
func lexLongUnicodeEscape(lx *lexer) stateFn {
var r rune
for i := 0; i < 8; i++ {
r = lx.next()
if !isHexadecimal(r) {
return lx.errorf(`expected eight hexadecimal digits after '\U', `+
"but got %q instead", lx.current())
}
}
return lx.pop()
}
// lexNumberOrDateStart consumes either an integer, a float, or datetime.
func lexNumberOrDateStart(lx *lexer) stateFn {
r := lx.next()
if isDigit(r) {
return lexNumberOrDate
}
switch r {
case '_':
return lexNumber
case 'e', 'E':
return lexFloat
case '.':
return lx.errorf("floats must start with a digit, not '.'")
}
return lx.errorf("expected a digit but got %q", r)
}
// lexNumberOrDate consumes either an integer, float or datetime.
func lexNumberOrDate(lx *lexer) stateFn {
r := lx.next()
if isDigit(r) {
return lexNumberOrDate
}
switch r {
case '-':
return lexDatetime
case '_':
return lexNumber
case '.', 'e', 'E':
return lexFloat
}
lx.backup()
lx.emit(itemInteger)
return lx.pop()
}
// lexDatetime consumes a Datetime, to a first approximation.
// The parser validates that it matches one of the accepted formats.
func lexDatetime(lx *lexer) stateFn {
r := lx.next()
if isDigit(r) {
return lexDatetime
}
switch r {
case '-', 'T', ':', '.', 'Z', '+':
return lexDatetime
}
lx.backup()
lx.emit(itemDatetime)
return lx.pop()
}
// lexNumberStart consumes either an integer or a float. It assumes that a sign
// has already been read, but that *no* digits have been consumed.
// lexNumberStart will move to the appropriate integer or float states.
func lexNumberStart(lx *lexer) stateFn {
// We MUST see a digit. Even floats have to start with a digit.
r := lx.next()
if !isDigit(r) {
if r == '.' {
return lx.errorf("floats must start with a digit, not '.'")
}
return lx.errorf("expected a digit but got %q", r)
}
return lexNumber
}
// lexNumber consumes an integer or a float after seeing the first digit.
func lexNumber(lx *lexer) stateFn {
r := lx.next()
if isDigit(r) {
return lexNumber
}
switch r {
case '_':
return lexNumber
case '.', 'e', 'E':
return lexFloat
}
lx.backup()
lx.emit(itemInteger)
return lx.pop()
}
// lexFloat consumes the elements of a float. It allows any sequence of
// float-like characters, so floats emitted by the lexer are only a first
// approximation and must be validated by the parser.
func lexFloat(lx *lexer) stateFn {
r := lx.next()
if isDigit(r) {
return lexFloat
}
switch r {
case '_', '.', '-', '+', 'e', 'E':
return lexFloat
}
lx.backup()
lx.emit(itemFloat)
return lx.pop()
}
// lexBool consumes a bool string: 'true' or 'false.
func lexBool(lx *lexer) stateFn {
var rs []rune
for {
r := lx.next()
if !unicode.IsLetter(r) {
lx.backup()
break
}
rs = append(rs, r)
}
s := string(rs)
switch s {
case "true", "false":
lx.emit(itemBool)
return lx.pop()
}
return lx.errorf("expected value but found %q instead", s)
}
// lexCommentStart begins the lexing of a comment. It will emit
// itemCommentStart and consume no characters, passing control to lexComment.
func lexCommentStart(lx *lexer) stateFn {
lx.ignore()
lx.emit(itemCommentStart)
return lexComment
}
// lexComment lexes an entire comment. It assumes that '#' has been consumed.
// It will consume *up to* the first newline character, and pass control
// back to the last state on the stack.
func lexComment(lx *lexer) stateFn {
r := lx.peek()
if isNL(r) || r == eof {
lx.emit(itemText)
return lx.pop()
}
lx.next()
return lexComment
}
// lexSkip ignores all slurped input and moves on to the next state.
func lexSkip(lx *lexer, nextState stateFn) stateFn {
return func(lx *lexer) stateFn {
lx.ignore()
return nextState
}
}
// isWhitespace returns true if `r` is a whitespace character according
// to the spec.
func isWhitespace(r rune) bool {
return r == '\t' || r == ' '
}
func isNL(r rune) bool {
return r == '\n' || r == '\r'
}
func isDigit(r rune) bool {
return r >= '0' && r <= '9'
}
func isHexadecimal(r rune) bool {
return (r >= '0' && r <= '9') ||
(r >= 'a' && r <= 'f') ||
(r >= 'A' && r <= 'F')
}
func isBareKeyChar(r rune) bool {
return (r >= 'A' && r <= 'Z') ||
(r >= 'a' && r <= 'z') ||
(r >= '0' && r <= '9') ||
r == '_' ||
r == '-'
}
func (itype itemType) String() string {
switch itype {
case itemError:
return "Error"
case itemNIL:
return "NIL"
case itemEOF:
return "EOF"
case itemText:
return "Text"
case itemString, itemRawString, itemMultilineString, itemRawMultilineString:
return "String"
case itemBool:
return "Bool"
case itemInteger:
return "Integer"
case itemFloat:
return "Float"
case itemDatetime:
return "DateTime"
case itemTableStart:
return "TableStart"
case itemTableEnd:
return "TableEnd"
case itemKeyStart:
return "KeyStart"
case itemArray:
return "Array"
case itemArrayEnd:
return "ArrayEnd"
case itemCommentStart:
return "CommentStart"
}
panic(fmt.Sprintf("BUG: Unknown type '%d'.", int(itype)))
}
func (item item) String() string {
return fmt.Sprintf("(%s, %s)", item.typ.String(), item.val)
}

View File

@@ -1,592 +0,0 @@
package toml
import (
"fmt"
"strconv"
"strings"
"time"
"unicode"
"unicode/utf8"
)
type parser struct {
mapping map[string]interface{}
types map[string]tomlType
lx *lexer
// A list of keys in the order that they appear in the TOML data.
ordered []Key
// the full key for the current hash in scope
context Key
// the base key name for everything except hashes
currentKey string
// rough approximation of line number
approxLine int
// A map of 'key.group.names' to whether they were created implicitly.
implicits map[string]bool
}
type parseError string
func (pe parseError) Error() string {
return string(pe)
}
func parse(data string) (p *parser, err error) {
defer func() {
if r := recover(); r != nil {
var ok bool
if err, ok = r.(parseError); ok {
return
}
panic(r)
}
}()
p = &parser{
mapping: make(map[string]interface{}),
types: make(map[string]tomlType),
lx: lex(data),
ordered: make([]Key, 0),
implicits: make(map[string]bool),
}
for {
item := p.next()
if item.typ == itemEOF {
break
}
p.topLevel(item)
}
return p, nil
}
func (p *parser) panicf(format string, v ...interface{}) {
msg := fmt.Sprintf("Near line %d (last key parsed '%s'): %s",
p.approxLine, p.current(), fmt.Sprintf(format, v...))
panic(parseError(msg))
}
func (p *parser) next() item {
it := p.lx.nextItem()
if it.typ == itemError {
p.panicf("%s", it.val)
}
return it
}
func (p *parser) bug(format string, v ...interface{}) {
panic(fmt.Sprintf("BUG: "+format+"\n\n", v...))
}
func (p *parser) expect(typ itemType) item {
it := p.next()
p.assertEqual(typ, it.typ)
return it
}
func (p *parser) assertEqual(expected, got itemType) {
if expected != got {
p.bug("Expected '%s' but got '%s'.", expected, got)
}
}
func (p *parser) topLevel(item item) {
switch item.typ {
case itemCommentStart:
p.approxLine = item.line
p.expect(itemText)
case itemTableStart:
kg := p.next()
p.approxLine = kg.line
var key Key
for ; kg.typ != itemTableEnd && kg.typ != itemEOF; kg = p.next() {
key = append(key, p.keyString(kg))
}
p.assertEqual(itemTableEnd, kg.typ)
p.establishContext(key, false)
p.setType("", tomlHash)
p.ordered = append(p.ordered, key)
case itemArrayTableStart:
kg := p.next()
p.approxLine = kg.line
var key Key
for ; kg.typ != itemArrayTableEnd && kg.typ != itemEOF; kg = p.next() {
key = append(key, p.keyString(kg))
}
p.assertEqual(itemArrayTableEnd, kg.typ)
p.establishContext(key, true)
p.setType("", tomlArrayHash)
p.ordered = append(p.ordered, key)
case itemKeyStart:
kname := p.next()
p.approxLine = kname.line
p.currentKey = p.keyString(kname)
val, typ := p.value(p.next())
p.setValue(p.currentKey, val)
p.setType(p.currentKey, typ)
p.ordered = append(p.ordered, p.context.add(p.currentKey))
p.currentKey = ""
default:
p.bug("Unexpected type at top level: %s", item.typ)
}
}
// Gets a string for a key (or part of a key in a table name).
func (p *parser) keyString(it item) string {
switch it.typ {
case itemText:
return it.val
case itemString, itemMultilineString,
itemRawString, itemRawMultilineString:
s, _ := p.value(it)
return s.(string)
default:
p.bug("Unexpected key type: %s", it.typ)
panic("unreachable")
}
}
// value translates an expected value from the lexer into a Go value wrapped
// as an empty interface.
func (p *parser) value(it item) (interface{}, tomlType) {
switch it.typ {
case itemString:
return p.replaceEscapes(it.val), p.typeOfPrimitive(it)
case itemMultilineString:
trimmed := stripFirstNewline(stripEscapedWhitespace(it.val))
return p.replaceEscapes(trimmed), p.typeOfPrimitive(it)
case itemRawString:
return it.val, p.typeOfPrimitive(it)
case itemRawMultilineString:
return stripFirstNewline(it.val), p.typeOfPrimitive(it)
case itemBool:
switch it.val {
case "true":
return true, p.typeOfPrimitive(it)
case "false":
return false, p.typeOfPrimitive(it)
}
p.bug("Expected boolean value, but got '%s'.", it.val)
case itemInteger:
if !numUnderscoresOK(it.val) {
p.panicf("Invalid integer %q: underscores must be surrounded by digits",
it.val)
}
val := strings.Replace(it.val, "_", "", -1)
num, err := strconv.ParseInt(val, 10, 64)
if err != nil {
// Distinguish integer values. Normally, it'd be a bug if the lexer
// provides an invalid integer, but it's possible that the number is
// out of range of valid values (which the lexer cannot determine).
// So mark the former as a bug but the latter as a legitimate user
// error.
if e, ok := err.(*strconv.NumError); ok &&
e.Err == strconv.ErrRange {
p.panicf("Integer '%s' is out of the range of 64-bit "+
"signed integers.", it.val)
} else {
p.bug("Expected integer value, but got '%s'.", it.val)
}
}
return num, p.typeOfPrimitive(it)
case itemFloat:
parts := strings.FieldsFunc(it.val, func(r rune) bool {
switch r {
case '.', 'e', 'E':
return true
}
return false
})
for _, part := range parts {
if !numUnderscoresOK(part) {
p.panicf("Invalid float %q: underscores must be "+
"surrounded by digits", it.val)
}
}
if !numPeriodsOK(it.val) {
// As a special case, numbers like '123.' or '1.e2',
// which are valid as far as Go/strconv are concerned,
// must be rejected because TOML says that a fractional
// part consists of '.' followed by 1+ digits.
p.panicf("Invalid float %q: '.' must be followed "+
"by one or more digits", it.val)
}
val := strings.Replace(it.val, "_", "", -1)
num, err := strconv.ParseFloat(val, 64)
if err != nil {
if e, ok := err.(*strconv.NumError); ok &&
e.Err == strconv.ErrRange {
p.panicf("Float '%s' is out of the range of 64-bit "+
"IEEE-754 floating-point numbers.", it.val)
} else {
p.panicf("Invalid float value: %q", it.val)
}
}
return num, p.typeOfPrimitive(it)
case itemDatetime:
var t time.Time
var ok bool
var err error
for _, format := range []string{
"2006-01-02T15:04:05Z07:00",
"2006-01-02T15:04:05",
"2006-01-02",
} {
t, err = time.ParseInLocation(format, it.val, time.Local)
if err == nil {
ok = true
break
}
}
if !ok {
p.panicf("Invalid TOML Datetime: %q.", it.val)
}
return t, p.typeOfPrimitive(it)
case itemArray:
array := make([]interface{}, 0)
types := make([]tomlType, 0)
for it = p.next(); it.typ != itemArrayEnd; it = p.next() {
if it.typ == itemCommentStart {
p.expect(itemText)
continue
}
val, typ := p.value(it)
array = append(array, val)
types = append(types, typ)
}
return array, p.typeOfArray(types)
case itemInlineTableStart:
var (
hash = make(map[string]interface{})
outerContext = p.context
outerKey = p.currentKey
)
p.context = append(p.context, p.currentKey)
p.currentKey = ""
for it := p.next(); it.typ != itemInlineTableEnd; it = p.next() {
if it.typ != itemKeyStart {
p.bug("Expected key start but instead found %q, around line %d",
it.val, p.approxLine)
}
if it.typ == itemCommentStart {
p.expect(itemText)
continue
}
// retrieve key
k := p.next()
p.approxLine = k.line
kname := p.keyString(k)
// retrieve value
p.currentKey = kname
val, typ := p.value(p.next())
// make sure we keep metadata up to date
p.setType(kname, typ)
p.ordered = append(p.ordered, p.context.add(p.currentKey))
hash[kname] = val
}
p.context = outerContext
p.currentKey = outerKey
return hash, tomlHash
}
p.bug("Unexpected value type: %s", it.typ)
panic("unreachable")
}
// numUnderscoresOK checks whether each underscore in s is surrounded by
// characters that are not underscores.
func numUnderscoresOK(s string) bool {
accept := false
for _, r := range s {
if r == '_' {
if !accept {
return false
}
accept = false
continue
}
accept = true
}
return accept
}
// numPeriodsOK checks whether every period in s is followed by a digit.
func numPeriodsOK(s string) bool {
period := false
for _, r := range s {
if period && !isDigit(r) {
return false
}
period = r == '.'
}
return !period
}
// establishContext sets the current context of the parser,
// where the context is either a hash or an array of hashes. Which one is
// set depends on the value of the `array` parameter.
//
// Establishing the context also makes sure that the key isn't a duplicate, and
// will create implicit hashes automatically.
func (p *parser) establishContext(key Key, array bool) {
var ok bool
// Always start at the top level and drill down for our context.
hashContext := p.mapping
keyContext := make(Key, 0)
// We only need implicit hashes for key[0:-1]
for _, k := range key[0 : len(key)-1] {
_, ok = hashContext[k]
keyContext = append(keyContext, k)
// No key? Make an implicit hash and move on.
if !ok {
p.addImplicit(keyContext)
hashContext[k] = make(map[string]interface{})
}
// If the hash context is actually an array of tables, then set
// the hash context to the last element in that array.
//
// Otherwise, it better be a table, since this MUST be a key group (by
// virtue of it not being the last element in a key).
switch t := hashContext[k].(type) {
case []map[string]interface{}:
hashContext = t[len(t)-1]
case map[string]interface{}:
hashContext = t
default:
p.panicf("Key '%s' was already created as a hash.", keyContext)
}
}
p.context = keyContext
if array {
// If this is the first element for this array, then allocate a new
// list of tables for it.
k := key[len(key)-1]
if _, ok := hashContext[k]; !ok {
hashContext[k] = make([]map[string]interface{}, 0, 5)
}
// Add a new table. But make sure the key hasn't already been used
// for something else.
if hash, ok := hashContext[k].([]map[string]interface{}); ok {
hashContext[k] = append(hash, make(map[string]interface{}))
} else {
p.panicf("Key '%s' was already created and cannot be used as "+
"an array.", keyContext)
}
} else {
p.setValue(key[len(key)-1], make(map[string]interface{}))
}
p.context = append(p.context, key[len(key)-1])
}
// setValue sets the given key to the given value in the current context.
// It will make sure that the key hasn't already been defined, account for
// implicit key groups.
func (p *parser) setValue(key string, value interface{}) {
var tmpHash interface{}
var ok bool
hash := p.mapping
keyContext := make(Key, 0)
for _, k := range p.context {
keyContext = append(keyContext, k)
if tmpHash, ok = hash[k]; !ok {
p.bug("Context for key '%s' has not been established.", keyContext)
}
switch t := tmpHash.(type) {
case []map[string]interface{}:
// The context is a table of hashes. Pick the most recent table
// defined as the current hash.
hash = t[len(t)-1]
case map[string]interface{}:
hash = t
default:
p.bug("Expected hash to have type 'map[string]interface{}', but "+
"it has '%T' instead.", tmpHash)
}
}
keyContext = append(keyContext, key)
if _, ok := hash[key]; ok {
// Typically, if the given key has already been set, then we have
// to raise an error since duplicate keys are disallowed. However,
// it's possible that a key was previously defined implicitly. In this
// case, it is allowed to be redefined concretely. (See the
// `tests/valid/implicit-and-explicit-after.toml` test in `toml-test`.)
//
// But we have to make sure to stop marking it as an implicit. (So that
// another redefinition provokes an error.)
//
// Note that since it has already been defined (as a hash), we don't
// want to overwrite it. So our business is done.
if p.isImplicit(keyContext) {
p.removeImplicit(keyContext)
return
}
// Otherwise, we have a concrete key trying to override a previous
// key, which is *always* wrong.
p.panicf("Key '%s' has already been defined.", keyContext)
}
hash[key] = value
}
// setType sets the type of a particular value at a given key.
// It should be called immediately AFTER setValue.
//
// Note that if `key` is empty, then the type given will be applied to the
// current context (which is either a table or an array of tables).
func (p *parser) setType(key string, typ tomlType) {
keyContext := make(Key, 0, len(p.context)+1)
for _, k := range p.context {
keyContext = append(keyContext, k)
}
if len(key) > 0 { // allow type setting for hashes
keyContext = append(keyContext, key)
}
p.types[keyContext.String()] = typ
}
// addImplicit sets the given Key as having been created implicitly.
func (p *parser) addImplicit(key Key) {
p.implicits[key.String()] = true
}
// removeImplicit stops tagging the given key as having been implicitly
// created.
func (p *parser) removeImplicit(key Key) {
p.implicits[key.String()] = false
}
// isImplicit returns true if the key group pointed to by the key was created
// implicitly.
func (p *parser) isImplicit(key Key) bool {
return p.implicits[key.String()]
}
// current returns the full key name of the current context.
func (p *parser) current() string {
if len(p.currentKey) == 0 {
return p.context.String()
}
if len(p.context) == 0 {
return p.currentKey
}
return fmt.Sprintf("%s.%s", p.context, p.currentKey)
}
func stripFirstNewline(s string) string {
if len(s) == 0 || s[0] != '\n' {
return s
}
return s[1:]
}
func stripEscapedWhitespace(s string) string {
esc := strings.Split(s, "\\\n")
if len(esc) > 1 {
for i := 1; i < len(esc); i++ {
esc[i] = strings.TrimLeftFunc(esc[i], unicode.IsSpace)
}
}
return strings.Join(esc, "")
}
func (p *parser) replaceEscapes(str string) string {
var replaced []rune
s := []byte(str)
r := 0
for r < len(s) {
if s[r] != '\\' {
c, size := utf8.DecodeRune(s[r:])
r += size
replaced = append(replaced, c)
continue
}
r += 1
if r >= len(s) {
p.bug("Escape sequence at end of string.")
return ""
}
switch s[r] {
default:
p.bug("Expected valid escape code after \\, but got %q.", s[r])
return ""
case 'b':
replaced = append(replaced, rune(0x0008))
r += 1
case 't':
replaced = append(replaced, rune(0x0009))
r += 1
case 'n':
replaced = append(replaced, rune(0x000A))
r += 1
case 'f':
replaced = append(replaced, rune(0x000C))
r += 1
case 'r':
replaced = append(replaced, rune(0x000D))
r += 1
case '"':
replaced = append(replaced, rune(0x0022))
r += 1
case '\\':
replaced = append(replaced, rune(0x005C))
r += 1
case 'u':
// At this point, we know we have a Unicode escape of the form
// `uXXXX` at [r, r+5). (Because the lexer guarantees this
// for us.)
escaped := p.asciiEscapeToUnicode(s[r+1 : r+5])
replaced = append(replaced, escaped)
r += 5
case 'U':
// At this point, we know we have a Unicode escape of the form
// `uXXXX` at [r, r+9). (Because the lexer guarantees this
// for us.)
escaped := p.asciiEscapeToUnicode(s[r+1 : r+9])
replaced = append(replaced, escaped)
r += 9
}
}
return string(replaced)
}
func (p *parser) asciiEscapeToUnicode(bs []byte) rune {
s := string(bs)
hex, err := strconv.ParseUint(strings.ToLower(s), 16, 32)
if err != nil {
p.bug("Could not parse '%s' as a hexadecimal number, but the "+
"lexer claims it's OK: %s", s, err)
}
if !utf8.ValidRune(rune(hex)) {
p.panicf("Escaped character '\\u%s' is not valid UTF-8.", s)
}
return rune(hex)
}
func isStringType(ty itemType) bool {
return ty == itemString || ty == itemMultilineString ||
ty == itemRawString || ty == itemRawMultilineString
}

View File

@@ -1 +0,0 @@
au BufWritePost *.go silent!make tags > /dev/null 2>&1

View File

@@ -1,91 +0,0 @@
package toml
// tomlType represents any Go type that corresponds to a TOML type.
// While the first draft of the TOML spec has a simplistic type system that
// probably doesn't need this level of sophistication, we seem to be militating
// toward adding real composite types.
type tomlType interface {
typeString() string
}
// typeEqual accepts any two types and returns true if they are equal.
func typeEqual(t1, t2 tomlType) bool {
if t1 == nil || t2 == nil {
return false
}
return t1.typeString() == t2.typeString()
}
func typeIsHash(t tomlType) bool {
return typeEqual(t, tomlHash) || typeEqual(t, tomlArrayHash)
}
type tomlBaseType string
func (btype tomlBaseType) typeString() string {
return string(btype)
}
func (btype tomlBaseType) String() string {
return btype.typeString()
}
var (
tomlInteger tomlBaseType = "Integer"
tomlFloat tomlBaseType = "Float"
tomlDatetime tomlBaseType = "Datetime"
tomlString tomlBaseType = "String"
tomlBool tomlBaseType = "Bool"
tomlArray tomlBaseType = "Array"
tomlHash tomlBaseType = "Hash"
tomlArrayHash tomlBaseType = "ArrayHash"
)
// typeOfPrimitive returns a tomlType of any primitive value in TOML.
// Primitive values are: Integer, Float, Datetime, String and Bool.
//
// Passing a lexer item other than the following will cause a BUG message
// to occur: itemString, itemBool, itemInteger, itemFloat, itemDatetime.
func (p *parser) typeOfPrimitive(lexItem item) tomlType {
switch lexItem.typ {
case itemInteger:
return tomlInteger
case itemFloat:
return tomlFloat
case itemDatetime:
return tomlDatetime
case itemString:
return tomlString
case itemMultilineString:
return tomlString
case itemRawString:
return tomlString
case itemRawMultilineString:
return tomlString
case itemBool:
return tomlBool
}
p.bug("Cannot infer primitive type of lex item '%s'.", lexItem)
panic("unreachable")
}
// typeOfArray returns a tomlType for an array given a list of types of its
// values.
//
// In the current spec, if an array is homogeneous, then its type is always
// "Array". If the array is not homogeneous, an error is generated.
func (p *parser) typeOfArray(types []tomlType) tomlType {
// Empty arrays are cool.
if len(types) == 0 {
return tomlArray
}
theType := types[0]
for _, t := range types[1:] {
if !typeEqual(theType, t) {
p.panicf("Array contains values of type '%s' and '%s', but "+
"arrays must be homogeneous.", theType, t)
}
}
return tomlArray
}

View File

@@ -1,242 +0,0 @@
package toml
// Struct field handling is adapted from code in encoding/json:
//
// Copyright 2010 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the Go distribution.
import (
"reflect"
"sort"
"sync"
)
// A field represents a single field found in a struct.
type field struct {
name string // the name of the field (`toml` tag included)
tag bool // whether field has a `toml` tag
index []int // represents the depth of an anonymous field
typ reflect.Type // the type of the field
}
// byName sorts field by name, breaking ties with depth,
// then breaking ties with "name came from toml tag", then
// breaking ties with index sequence.
type byName []field
func (x byName) Len() int { return len(x) }
func (x byName) Swap(i, j int) { x[i], x[j] = x[j], x[i] }
func (x byName) Less(i, j int) bool {
if x[i].name != x[j].name {
return x[i].name < x[j].name
}
if len(x[i].index) != len(x[j].index) {
return len(x[i].index) < len(x[j].index)
}
if x[i].tag != x[j].tag {
return x[i].tag
}
return byIndex(x).Less(i, j)
}
// byIndex sorts field by index sequence.
type byIndex []field
func (x byIndex) Len() int { return len(x) }
func (x byIndex) Swap(i, j int) { x[i], x[j] = x[j], x[i] }
func (x byIndex) Less(i, j int) bool {
for k, xik := range x[i].index {
if k >= len(x[j].index) {
return false
}
if xik != x[j].index[k] {
return xik < x[j].index[k]
}
}
return len(x[i].index) < len(x[j].index)
}
// typeFields returns a list of fields that TOML should recognize for the given
// type. The algorithm is breadth-first search over the set of structs to
// include - the top struct and then any reachable anonymous structs.
func typeFields(t reflect.Type) []field {
// Anonymous fields to explore at the current level and the next.
current := []field{}
next := []field{{typ: t}}
// Count of queued names for current level and the next.
count := map[reflect.Type]int{}
nextCount := map[reflect.Type]int{}
// Types already visited at an earlier level.
visited := map[reflect.Type]bool{}
// Fields found.
var fields []field
for len(next) > 0 {
current, next = next, current[:0]
count, nextCount = nextCount, map[reflect.Type]int{}
for _, f := range current {
if visited[f.typ] {
continue
}
visited[f.typ] = true
// Scan f.typ for fields to include.
for i := 0; i < f.typ.NumField(); i++ {
sf := f.typ.Field(i)
if sf.PkgPath != "" && !sf.Anonymous { // unexported
continue
}
opts := getOptions(sf.Tag)
if opts.skip {
continue
}
index := make([]int, len(f.index)+1)
copy(index, f.index)
index[len(f.index)] = i
ft := sf.Type
if ft.Name() == "" && ft.Kind() == reflect.Ptr {
// Follow pointer.
ft = ft.Elem()
}
// Record found field and index sequence.
if opts.name != "" || !sf.Anonymous || ft.Kind() != reflect.Struct {
tagged := opts.name != ""
name := opts.name
if name == "" {
name = sf.Name
}
fields = append(fields, field{name, tagged, index, ft})
if count[f.typ] > 1 {
// If there were multiple instances, add a second,
// so that the annihilation code will see a duplicate.
// It only cares about the distinction between 1 or 2,
// so don't bother generating any more copies.
fields = append(fields, fields[len(fields)-1])
}
continue
}
// Record new anonymous struct to explore in next round.
nextCount[ft]++
if nextCount[ft] == 1 {
f := field{name: ft.Name(), index: index, typ: ft}
next = append(next, f)
}
}
}
}
sort.Sort(byName(fields))
// Delete all fields that are hidden by the Go rules for embedded fields,
// except that fields with TOML tags are promoted.
// The fields are sorted in primary order of name, secondary order
// of field index length. Loop over names; for each name, delete
// hidden fields by choosing the one dominant field that survives.
out := fields[:0]
for advance, i := 0, 0; i < len(fields); i += advance {
// One iteration per name.
// Find the sequence of fields with the name of this first field.
fi := fields[i]
name := fi.name
for advance = 1; i+advance < len(fields); advance++ {
fj := fields[i+advance]
if fj.name != name {
break
}
}
if advance == 1 { // Only one field with this name
out = append(out, fi)
continue
}
dominant, ok := dominantField(fields[i : i+advance])
if ok {
out = append(out, dominant)
}
}
fields = out
sort.Sort(byIndex(fields))
return fields
}
// dominantField looks through the fields, all of which are known to
// have the same name, to find the single field that dominates the
// others using Go's embedding rules, modified by the presence of
// TOML tags. If there are multiple top-level fields, the boolean
// will be false: This condition is an error in Go and we skip all
// the fields.
func dominantField(fields []field) (field, bool) {
// The fields are sorted in increasing index-length order. The winner
// must therefore be one with the shortest index length. Drop all
// longer entries, which is easy: just truncate the slice.
length := len(fields[0].index)
tagged := -1 // Index of first tagged field.
for i, f := range fields {
if len(f.index) > length {
fields = fields[:i]
break
}
if f.tag {
if tagged >= 0 {
// Multiple tagged fields at the same level: conflict.
// Return no field.
return field{}, false
}
tagged = i
}
}
if tagged >= 0 {
return fields[tagged], true
}
// All remaining fields have the same length. If there's more than one,
// we have a conflict (two fields named "X" at the same level) and we
// return no field.
if len(fields) > 1 {
return field{}, false
}
return fields[0], true
}
var fieldCache struct {
sync.RWMutex
m map[reflect.Type][]field
}
// cachedTypeFields is like typeFields but uses a cache to avoid repeated work.
func cachedTypeFields(t reflect.Type) []field {
fieldCache.RLock()
f := fieldCache.m[t]
fieldCache.RUnlock()
if f != nil {
return f
}
// Compute fields without lock.
// Might duplicate effort but won't hold other computations back.
f = typeFields(t)
if f == nil {
f = []field{}
}
fieldCache.Lock()
if fieldCache.m == nil {
fieldCache.m = map[reflect.Type][]field{}
}
fieldCache.m[t] = f
fieldCache.Unlock()
return f
}

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@@ -1,21 +0,0 @@
MIT License
Copyright (c) 2017 Michal Štrba
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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@@ -1,191 +0,0 @@
# glhf [![GoDoc](https://godoc.org/github.com/faiface/glhf?status.svg)](http://godoc.org/github.com/faiface/glhf) [![Report card](https://goreportcard.com/badge/github.com/faiface/glhf)](https://goreportcard.com/report/github.com/faiface/glhf)
open**GL** **H**ave **F**un - A Go package that makes life with OpenGL enjoyable.
```
go get github.com/faiface/glhf
```
## Main features
- Garbage collected OpenGL objects
- Dynamically sized vertex slices (vertex arrays are boring)
- Textures, Shaders, Frames (reasonably managed framebuffers)
- Always possible to use standard OpenGL with `glhf`
## Motivation
OpenGL is verbose, it's usage patterns are repetitive and it's manual memory management doesn't fit
Go's design. When making a game development library, it's usually desirable to create some
higher-level abstractions around OpenGL. This library is a take on that.
## Contribute!
The library is young and many features are still missing. If you find a bug, have a proposal or a
feature request, _do an issue_!. If you know how to implement something that's missing, _do a pull
request_.
## Code
The following are parts of the demo program, which can be found in the [examples](https://github.com/faiface/glhf/tree/master/examples/demo).
```go
// ... GLFW window creation and stuff ...
// vertex shader source
var vertexShader = `
#version 330 core
in vec2 position;
in vec2 texture;
out vec2 Texture;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
Texture = texture;
}
`
// fragment shader source
var fragmentShader = `
#version 330 core
in vec2 Texture;
out vec4 color;
uniform sampler2D tex;
void main() {
color = texture(tex, Texture);
}
`
var (
// Here we define a vertex format of our vertex slice. It's actually a basic slice
// literal.
//
// The vertex format consists of names and types of the attributes. The name is the
// name that the attribute is referenced by inside a shader.
vertexFormat = glhf.AttrFormat{
{Name: "position", Type: glhf.Vec2},
{Name: "texture", Type: glhf.Vec2},
}
// Here we declare some variables for later use.
shader *glhf.Shader
texture *glhf.Texture
slice *glhf.VertexSlice
)
// Here we load an image from a file. The loadImage function is not within the library, it
// just loads and returns a image.NRGBA.
gopherImage, err := loadImage("celebrate.png")
if err != nil {
panic(err)
}
// Every OpenGL call needs to be done inside the main thread.
mainthread.Call(func() {
var err error
// Here we create a shader. The second argument is the format of the uniform
// attributes. Since our shader has no uniform attributes, the format is empty.
shader, err = glhf.NewShader(vertexFormat, glhf.AttrFormat{}, vertexShader, fragmentShader)
// If the shader compilation did not go successfully, an error with a full
// description is returned.
if err != nil {
panic(err)
}
// We create a texture from the loaded image.
texture = glhf.NewTexture(
gopherImage.Bounds().Dx(),
gopherImage.Bounds().Dy(),
true,
gopherImage.Pix,
)
// And finally, we make a vertex slice, which is basically a dynamically sized
// vertex array. The length of the slice is 6 and the capacity is the same.
//
// The slice inherits the vertex format of the supplied shader. Also, it should
// only be used with that shader.
slice = glhf.MakeVertexSlice(shader, 6, 6)
// Before we use a slice, we need to Begin it. The same holds for all objects in
// GLHF.
slice.Begin()
// We assign data to the vertex slice. The values are in the order as in the vertex
// format of the slice (shader). Each two floats correspond to an attribute of type
// glhf.Vec2.
slice.SetVertexData([]float32{
-1, -1, 0, 1,
+1, -1, 1, 1,
+1, +1, 1, 0,
-1, -1, 0, 1,
+1, +1, 1, 0,
-1, +1, 0, 0,
})
// When we're done with the slice, we End it.
slice.End()
})
shouldQuit := false
for !shouldQuit {
mainthread.Call(func() {
// ... GLFW stuff ...
// Clear the window.
glhf.Clear(1, 1, 1, 1)
// Here we Begin/End all necessary objects and finally draw the vertex
// slice.
shader.Begin()
texture.Begin()
slice.Begin()
slice.Draw()
slice.End()
texture.End()
shader.End()
// ... GLFW stuff ...
})
}
```
## FAQ
### Which version of OpenGL does GLHF use?
It uses OpenGL 3.3 and uses
[`github.com/go-gl/gl/v3.3-core/gl`](https://github.com/go-gl/gl/tree/master/v3.3-core/gl).
### Why do I have to use `github.com/faiface/mainthread` package with GLHF?
First of all, OpenGL has to be done from one thread and many operating systems require, that the one
thread will be the main thread of your application.
But why that specific package? GLHF uses the `mainthread` package to do the garbage collection of
OpenGL objects, which is super convenient. So in order for it to work correctly, you have to
initialize the `mainthread` package through `mainthread.Run`. However, once you call this function
there is no way to run functions on the main thread, except for through the `mainthread` package.
### Why is the important XY feature not included?
I probably didn't need it yet. If you want that features, create an issue or implement it and do a
pull request.
### Does GLHF create windows for me?
No. You have to use another library for windowing, e.g.
[github.com/go-gl/glfw/v3.2/glfw](https://github.com/go-gl/glfw/tree/master/v3.2/glfw).
### Why no tests?
If you find a way to automatically test OpenGL, I may add tests.

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@@ -1,80 +0,0 @@
package glhf
// AttrFormat defines names and types of OpenGL attributes (vertex format, uniform format, etc.).
//
// Example:
// AttrFormat{{"position", Vec2}, {"color", Vec4}, {"texCoord": Vec2}}
type AttrFormat []Attr
// Size returns the total size of all attributes of the AttrFormat.
func (af AttrFormat) Size() int {
total := 0
for _, attr := range af {
total += attr.Type.Size()
}
return total
}
// Attr represents an arbitrary OpenGL attribute, such as a vertex attribute or a shader
// uniform attribute.
type Attr struct {
Name string
Type AttrType
}
// AttrType represents the type of an OpenGL attribute.
type AttrType int
// List of all possible attribute types.
const (
Int AttrType = iota
Float
Vec2
Vec3
Vec4
Mat2
Mat23
Mat24
Mat3
Mat32
Mat34
Mat4
Mat42
Mat43
)
// Size returns the size of a type in bytes.
func (at AttrType) Size() int {
switch at {
case Int:
return 4
case Float:
return 4
case Vec2:
return 2 * 4
case Vec3:
return 3 * 4
case Vec4:
return 4 * 4
case Mat2:
return 2 * 2 * 4
case Mat23:
return 2 * 3 * 4
case Mat24:
return 2 * 4 * 4
case Mat3:
return 3 * 3 * 4
case Mat32:
return 3 * 2 * 4
case Mat34:
return 3 * 4 * 4
case Mat4:
return 4 * 4 * 4
case Mat42:
return 4 * 2 * 4
case Mat43:
return 4 * 3 * 4
default:
panic("size of vertex attribute type: invalid type")
}
}

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@@ -1,7 +0,0 @@
// Package glhf provides abstractions around the basic OpenGL primitives and operations.
//
// All calls should be done from the main thread using "github.com/faiface/mainthread" package.
//
// This package deliberately does not handle nor report trivial OpenGL errors, it's up to you to
// cause none. It does of course report errors like shader compilation error and such.
package glhf

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package main
import (
"image"
"image/draw"
_ "image/png"
"os"
"github.com/faiface/glhf"
"github.com/faiface/mainthread"
"github.com/go-gl/glfw/v3.1/glfw"
)
func loadImage(path string) (*image.NRGBA, error) {
file, err := os.Open(path)
if err != nil {
return nil, err
}
img, _, err := image.Decode(file)
if err != nil {
return nil, err
}
bounds := img.Bounds()
nrgba := image.NewNRGBA(image.Rect(0, 0, bounds.Dx(), bounds.Dy()))
draw.Draw(nrgba, nrgba.Bounds(), img, bounds.Min, draw.Src)
return nrgba, nil
}
func run() {
var win *glfw.Window
defer func() {
mainthread.Call(func() {
glfw.Terminate()
})
}()
mainthread.Call(func() {
glfw.Init()
glfw.WindowHint(glfw.ContextVersionMajor, 3)
glfw.WindowHint(glfw.ContextVersionMinor, 3)
glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
glfw.WindowHint(glfw.Resizable, glfw.False)
var err error
win, err = glfw.CreateWindow(560, 697, "GLHF Rocks!", nil, nil)
if err != nil {
panic(err)
}
win.MakeContextCurrent()
glhf.Init()
})
var (
// Here we define a vertex format of our vertex slice. It's actually a basic slice
// literal.
//
// The vertex format consists of names and types of the attributes. The name is the
// name that the attribute is referenced by inside a shader.
vertexFormat = glhf.AttrFormat{
{Name: "position", Type: glhf.Vec2},
{Name: "texture", Type: glhf.Vec2},
}
// Here we declare some variables for later use.
shader *glhf.Shader
texture *glhf.Texture
slice *glhf.VertexSlice
)
// Here we load an image from a file. The loadImage function is not within the library, it
// just loads and returns a image.NRGBA.
gopherImage, err := loadImage("celebrate.png")
if err != nil {
panic(err)
}
// Every OpenGL call needs to be done inside the main thread.
mainthread.Call(func() {
var err error
// Here we create a shader. The second argument is the format of the uniform
// attributes. Since our shader has no uniform attributes, the format is empty.
shader, err = glhf.NewShader(vertexFormat, glhf.AttrFormat{}, vertexShader, fragmentShader)
// If the shader compilation did not go successfully, an error with a full
// description is returned.
if err != nil {
panic(err)
}
// We create a texture from the loaded image.
texture = glhf.NewTexture(
gopherImage.Bounds().Dx(),
gopherImage.Bounds().Dy(),
true,
gopherImage.Pix,
)
// And finally, we make a vertex slice, which is basically a dynamically sized
// vertex array. The length of the slice is 6 and the capacity is the same.
//
// The slice inherits the vertex format of the supplied shader. Also, it should
// only be used with that shader.
slice = glhf.MakeVertexSlice(shader, 6, 6)
// Before we use a slice, we need to Begin it. The same holds for all objects in
// GLHF.
slice.Begin()
// We assign data to the vertex slice. The values are in the order as in the vertex
// format of the slice (shader). Each two floats correspond to an attribute of type
// glhf.Vec2.
slice.SetVertexData([]float32{
-1, -1, 0, 1,
+1, -1, 1, 1,
+1, +1, 1, 0,
-1, -1, 0, 1,
+1, +1, 1, 0,
-1, +1, 0, 0,
})
// When we're done with the slice, we End it.
slice.End()
})
shouldQuit := false
for !shouldQuit {
mainthread.Call(func() {
if win.ShouldClose() {
shouldQuit = true
}
// Clear the window.
glhf.Clear(1, 1, 1, 1)
// Here we Begin/End all necessary objects and finally draw the vertex
// slice.
shader.Begin()
texture.Begin()
slice.Begin()
slice.Draw()
slice.End()
texture.End()
shader.End()
win.SwapBuffers()
glfw.PollEvents()
})
}
}
func main() {
mainthread.Run(run)
}
var vertexShader = `
#version 330 core
in vec2 position;
in vec2 texture;
out vec2 Texture;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
Texture = texture;
}
`
var fragmentShader = `
#version 330 core
in vec2 Texture;
out vec4 color;
uniform sampler2D tex;
void main() {
color = texture(tex, Texture);
}
`

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@@ -1,108 +0,0 @@
package glhf
import (
"runtime"
"github.com/faiface/mainthread"
"github.com/go-gl/gl/v3.3-core/gl"
)
// Frame is a fixed resolution texture that you can draw on.
type Frame struct {
fb, rf, df binder // framebuffer, read framebuffer, draw framebuffer
tex *Texture
}
// NewFrame creates a new fully transparent Frame with given dimensions in pixels.
func NewFrame(width, height int, smooth bool) *Frame {
f := &Frame{
fb: binder{
restoreLoc: gl.FRAMEBUFFER_BINDING,
bindFunc: func(obj uint32) {
gl.BindFramebuffer(gl.FRAMEBUFFER, obj)
},
},
rf: binder{
restoreLoc: gl.READ_FRAMEBUFFER_BINDING,
bindFunc: func(obj uint32) {
gl.BindFramebuffer(gl.READ_FRAMEBUFFER, obj)
},
},
df: binder{
restoreLoc: gl.DRAW_FRAMEBUFFER_BINDING,
bindFunc: func(obj uint32) {
gl.BindFramebuffer(gl.DRAW_FRAMEBUFFER, obj)
},
},
tex: NewTexture(width, height, smooth, make([]uint8, width*height*4)),
}
gl.GenFramebuffers(1, &f.fb.obj)
f.fb.bind()
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, f.tex.tex.obj, 0)
f.fb.restore()
runtime.SetFinalizer(f, (*Frame).delete)
return f
}
func (f *Frame) delete() {
mainthread.CallNonBlock(func() {
gl.DeleteFramebuffers(1, &f.fb.obj)
})
}
// ID returns the OpenGL framebuffer ID of this Frame.
func (f *Frame) ID() uint32 {
return f.fb.obj
}
// Begin binds the Frame. All draw operations will target this Frame until End is called.
func (f *Frame) Begin() {
f.fb.bind()
}
// End unbinds the Frame. All draw operations will go to whatever was bound before this Frame.
func (f *Frame) End() {
f.fb.restore()
}
// Blit copies rectangle (sx0, sy0, sx1, sy1) in this Frame onto rectangle (dx0, dy0, dx1, dy1) in
// dst Frame.
//
// If the dst Frame is nil, the destination will be the framebuffer 0, which is the screen.
//
// If the sizes of the rectangles don't match, the source will be stretched to fit the destination
// rectangle. The stretch will be either smooth or pixely according to the source Frame's
// smoothness.
func (f *Frame) Blit(dst *Frame, sx0, sy0, sx1, sy1, dx0, dy0, dx1, dy1 int) {
f.rf.obj = f.fb.obj
if dst != nil {
f.df.obj = dst.fb.obj
} else {
f.df.obj = 0
}
f.rf.bind()
f.df.bind()
filter := gl.NEAREST
if f.tex.smooth {
filter = gl.LINEAR
}
gl.BlitFramebuffer(
int32(sx0), int32(sy0), int32(sx1), int32(sy1),
int32(dx0), int32(dy0), int32(dx1), int32(dy1),
gl.COLOR_BUFFER_BIT, uint32(filter),
)
f.rf.restore()
f.df.restore()
}
// Texture returns the Frame's underlying Texture that the Frame draws on.
func (f *Frame) Texture() *Texture {
return f.tex
}

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@@ -1,11 +0,0 @@
package glhf
// BeginEnder is an interface for manipulating OpenGL state.
//
// OpenGL is a state machine. Every object can 'enter' it's state and 'leave' it's state. For
// example, you can bind a buffer and unbind a buffer, bind a texture and unbind it, use shader
// and unuse it, and so on.
type BeginEnder interface {
Begin()
End()
}

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@@ -1,51 +0,0 @@
package glhf
import "github.com/go-gl/gl/v3.3-core/gl"
// Init initializes OpenGL by loading function pointers from the active OpenGL context.
// This function must be manually run inside the main thread (using "github.com/faiface/mainthread"
// package).
//
// It must be called under the presence of an active OpenGL context, e.g., always after calling
// window.MakeContextCurrent(). Also, always call this function when switching contexts.
func Init() {
err := gl.Init()
if err != nil {
panic(err)
}
gl.Enable(gl.BLEND)
gl.Enable(gl.SCISSOR_TEST)
gl.BlendEquation(gl.FUNC_ADD)
}
// Clear clears the current framebuffer or window with the given color.
func Clear(r, g, b, a float32) {
gl.ClearColor(r, g, b, a)
gl.Clear(gl.COLOR_BUFFER_BIT)
}
// Bounds sets the drawing bounds in pixels. Drawing outside bounds is always discarted.
//
// Calling this function is equivalent to setting viewport and scissor in OpenGL.
func Bounds(x, y, w, h int) {
gl.Viewport(int32(x), int32(y), int32(w), int32(h))
gl.Scissor(int32(x), int32(y), int32(w), int32(h))
}
// BlendFactor represents a source or destination blend factor.
type BlendFactor int
// Here's the list of all blend factors.
const (
One = BlendFactor(gl.ONE)
Zero = BlendFactor(gl.ZERO)
SrcAlpha = BlendFactor(gl.SRC_ALPHA)
DstAlpha = BlendFactor(gl.DST_ALPHA)
OneMinusSrcAlpha = BlendFactor(gl.ONE_MINUS_SRC_ALPHA)
OneMinusDstAlpha = BlendFactor(gl.ONE_MINUS_DST_ALPHA)
)
// BlendFunc sets the source and destination blend factor.
func BlendFunc(src, dst BlendFactor) {
gl.BlendFunc(uint32(src), uint32(dst))
}

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@@ -1,224 +0,0 @@
package glhf
import (
"fmt"
"runtime"
"github.com/faiface/mainthread"
"github.com/go-gl/gl/v3.3-core/gl"
"github.com/go-gl/mathgl/mgl32"
)
// Shader is an OpenGL shader program.
type Shader struct {
program binder
vertexFmt AttrFormat
uniformFmt AttrFormat
uniformLoc []int32
}
// NewShader creates a new shader program from the specified vertex shader and fragment shader
// sources.
//
// Note that vertexShader and fragmentShader parameters must contain the source code, they're
// not filenames.
func NewShader(vertexFmt, uniformFmt AttrFormat, vertexShader, fragmentShader string) (*Shader, error) {
shader := &Shader{
program: binder{
restoreLoc: gl.CURRENT_PROGRAM,
bindFunc: func(obj uint32) {
gl.UseProgram(obj)
},
},
vertexFmt: vertexFmt,
uniformFmt: uniformFmt,
uniformLoc: make([]int32, len(uniformFmt)),
}
var vshader, fshader uint32
// vertex shader
{
vshader = gl.CreateShader(gl.VERTEX_SHADER)
src, free := gl.Strs(vertexShader)
defer free()
length := int32(len(vertexShader))
gl.ShaderSource(vshader, 1, src, &length)
gl.CompileShader(vshader)
var success int32
gl.GetShaderiv(vshader, gl.COMPILE_STATUS, &success)
if success == gl.FALSE {
var logLen int32
gl.GetShaderiv(vshader, gl.INFO_LOG_LENGTH, &logLen)
infoLog := make([]byte, logLen)
gl.GetShaderInfoLog(vshader, logLen, nil, &infoLog[0])
return nil, fmt.Errorf("error compiling vertex shader: %s", string(infoLog))
}
defer gl.DeleteShader(vshader)
}
// fragment shader
{
fshader = gl.CreateShader(gl.FRAGMENT_SHADER)
src, free := gl.Strs(fragmentShader)
defer free()
length := int32(len(fragmentShader))
gl.ShaderSource(fshader, 1, src, &length)
gl.CompileShader(fshader)
var success int32
gl.GetShaderiv(fshader, gl.COMPILE_STATUS, &success)
if success == gl.FALSE {
var logLen int32
gl.GetShaderiv(fshader, gl.INFO_LOG_LENGTH, &logLen)
infoLog := make([]byte, logLen)
gl.GetShaderInfoLog(fshader, logLen, nil, &infoLog[0])
return nil, fmt.Errorf("error compiling fragment shader: %s", string(infoLog))
}
defer gl.DeleteShader(fshader)
}
// shader program
{
shader.program.obj = gl.CreateProgram()
gl.AttachShader(shader.program.obj, vshader)
gl.AttachShader(shader.program.obj, fshader)
gl.LinkProgram(shader.program.obj)
var success int32
gl.GetProgramiv(shader.program.obj, gl.LINK_STATUS, &success)
if success == gl.FALSE {
var logLen int32
gl.GetProgramiv(shader.program.obj, gl.INFO_LOG_LENGTH, &logLen)
infoLog := make([]byte, logLen)
gl.GetProgramInfoLog(shader.program.obj, logLen, nil, &infoLog[0])
return nil, fmt.Errorf("error linking shader program: %s", string(infoLog))
}
}
// uniforms
for i, uniform := range uniformFmt {
loc := gl.GetUniformLocation(shader.program.obj, gl.Str(uniform.Name+"\x00"))
shader.uniformLoc[i] = loc
}
runtime.SetFinalizer(shader, (*Shader).delete)
return shader, nil
}
func (s *Shader) delete() {
mainthread.CallNonBlock(func() {
gl.DeleteProgram(s.program.obj)
})
}
// ID returns the OpenGL ID of this Shader.
func (s *Shader) ID() uint32 {
return s.program.obj
}
// VertexFormat returns the vertex attribute format of this Shader. Do not change it.
func (s *Shader) VertexFormat() AttrFormat {
return s.vertexFmt
}
// UniformFormat returns the uniform attribute format of this Shader. Do not change it.
func (s *Shader) UniformFormat() AttrFormat {
return s.uniformFmt
}
// SetUniformAttr sets the value of a uniform attribute of this Shader. The attribute is
// specified by the index in the Shader's uniform format.
//
// If the uniform attribute does not exist in the Shader, this method returns false.
//
// Supplied value must correspond to the type of the attribute. Correct types are these
// (right-hand is the type of the value):
// Attr{Type: Int}: int32
// Attr{Type: Float}: float32
// Attr{Type: Vec2}: mgl32.Vec2
// Attr{Type: Vec3}: mgl32.Vec3
// Attr{Type: Vec4}: mgl32.Vec4
// Attr{Type: Mat2}: mgl32.Mat2
// Attr{Type: Mat23}: mgl32.Mat2x3
// Attr{Type: Mat24}: mgl32.Mat2x4
// Attr{Type: Mat3}: mgl32.Mat3
// Attr{Type: Mat32}: mgl32.Mat3x2
// Attr{Type: Mat34}: mgl32.Mat3x4
// Attr{Type: Mat4}: mgl32.Mat4
// Attr{Type: Mat42}: mgl32.Mat4x2
// Attr{Type: Mat43}: mgl32.Mat4x3
// No other types are supported.
//
// The Shader must be bound before calling this method.
func (s *Shader) SetUniformAttr(uniform int, value interface{}) (ok bool) {
if s.uniformLoc[uniform] < 0 {
return false
}
switch s.uniformFmt[uniform].Type {
case Int:
value := value.(int32)
gl.Uniform1iv(s.uniformLoc[uniform], 1, &value)
case Float:
value := value.(float32)
gl.Uniform1fv(s.uniformLoc[uniform], 1, &value)
case Vec2:
value := value.(mgl32.Vec2)
gl.Uniform2fv(s.uniformLoc[uniform], 1, &value[0])
case Vec3:
value := value.(mgl32.Vec3)
gl.Uniform3fv(s.uniformLoc[uniform], 1, &value[0])
case Vec4:
value := value.(mgl32.Vec4)
gl.Uniform4fv(s.uniformLoc[uniform], 1, &value[0])
case Mat2:
value := value.(mgl32.Mat2)
gl.UniformMatrix2fv(s.uniformLoc[uniform], 1, false, &value[0])
case Mat23:
value := value.(mgl32.Mat2x3)
gl.UniformMatrix2x3fv(s.uniformLoc[uniform], 1, false, &value[0])
case Mat24:
value := value.(mgl32.Mat2x4)
gl.UniformMatrix2x4fv(s.uniformLoc[uniform], 1, false, &value[0])
case Mat3:
value := value.(mgl32.Mat3)
gl.UniformMatrix3fv(s.uniformLoc[uniform], 1, false, &value[0])
case Mat32:
value := value.(mgl32.Mat3x2)
gl.UniformMatrix3x2fv(s.uniformLoc[uniform], 1, false, &value[0])
case Mat34:
value := value.(mgl32.Mat3x4)
gl.UniformMatrix3x4fv(s.uniformLoc[uniform], 1, false, &value[0])
case Mat4:
value := value.(mgl32.Mat4)
gl.UniformMatrix4fv(s.uniformLoc[uniform], 1, false, &value[0])
case Mat42:
value := value.(mgl32.Mat4x2)
gl.UniformMatrix4x2fv(s.uniformLoc[uniform], 1, false, &value[0])
case Mat43:
value := value.(mgl32.Mat4x3)
gl.UniformMatrix4x3fv(s.uniformLoc[uniform], 1, false, &value[0])
default:
panic("set uniform attr: invalid attribute type")
}
return true
}
// Begin binds the Shader program. This is necessary before using the Shader.
func (s *Shader) Begin() {
s.program.bind()
}
// End unbinds the Shader program and restores the previous one.
func (s *Shader) End() {
s.program.restore()
}

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@@ -1,148 +0,0 @@
package glhf
import (
"runtime"
"github.com/faiface/mainthread"
"github.com/go-gl/gl/v3.3-core/gl"
"github.com/go-gl/mathgl/mgl32"
)
// Texture is an OpenGL texture.
type Texture struct {
tex binder
width, height int
smooth bool
}
// NewTexture creates a new texture with the specified width and height with some initial
// pixel values. The pixels must be a sequence of RGBA values (one byte per component).
func NewTexture(width, height int, smooth bool, pixels []uint8) *Texture {
tex := &Texture{
tex: binder{
restoreLoc: gl.TEXTURE_BINDING_2D,
bindFunc: func(obj uint32) {
gl.BindTexture(gl.TEXTURE_2D, obj)
},
},
width: width,
height: height,
}
gl.GenTextures(1, &tex.tex.obj)
tex.Begin()
defer tex.End()
// initial data
gl.TexImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
int32(width),
int32(height),
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
gl.Ptr(pixels),
)
borderColor := mgl32.Vec4{0, 0, 0, 0}
gl.TexParameterfv(gl.TEXTURE_2D, gl.TEXTURE_BORDER_COLOR, &borderColor[0])
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
tex.SetSmooth(smooth)
runtime.SetFinalizer(tex, (*Texture).delete)
return tex
}
func (t *Texture) delete() {
mainthread.CallNonBlock(func() {
gl.DeleteTextures(1, &t.tex.obj)
})
}
// ID returns the OpenGL ID of this Texture.
func (t *Texture) ID() uint32 {
return t.tex.obj
}
// Width returns the width of the Texture in pixels.
func (t *Texture) Width() int {
return t.width
}
// Height returns the height of the Texture in pixels.
func (t *Texture) Height() int {
return t.height
}
// SetPixels sets the content of a sub-region of the Texture. Pixels must be an RGBA byte sequence.
func (t *Texture) SetPixels(x, y, w, h int, pixels []uint8) {
if len(pixels) != w*h*4 {
panic("set pixels: wrong number of pixels")
}
gl.TexSubImage2D(
gl.TEXTURE_2D,
0,
int32(x),
int32(y),
int32(w),
int32(h),
gl.RGBA,
gl.UNSIGNED_BYTE,
gl.Ptr(pixels),
)
}
// Pixels returns the content of a sub-region of the Texture as an RGBA byte sequence.
func (t *Texture) Pixels(x, y, w, h int) []uint8 {
pixels := make([]uint8, t.width*t.height*4)
gl.GetTexImage(
gl.TEXTURE_2D,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
gl.Ptr(pixels),
)
subPixels := make([]uint8, w*h*4)
for i := 0; i < h; i++ {
row := pixels[(i+y)*t.width*4+x*4 : (i+y)*t.width*4+(x+w)*4]
subRow := subPixels[i*w*4 : (i+1)*w*4]
copy(subRow, row)
}
return subPixels
}
// SetSmooth sets whether the Texture should be drawn "smoothly" or "pixely".
//
// It affects how the Texture is drawn when zoomed. Smooth interpolates between the neighbour
// pixels, while pixely always chooses the nearest pixel.
func (t *Texture) SetSmooth(smooth bool) {
t.smooth = smooth
if smooth {
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
} else {
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
}
}
// Smooth returns whether the Texture is set to be drawn "smooth" or "pixely".
func (t *Texture) Smooth() bool {
return t.smooth
}
// Begin binds the Texture. This is necessary before using the Texture.
func (t *Texture) Begin() {
t.tex.bind()
}
// End unbinds the Texture and restores the previous one.
func (t *Texture) End() {
t.tex.restore()
}

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@@ -1,31 +0,0 @@
package glhf
import "github.com/go-gl/gl/v3.3-core/gl"
type binder struct {
restoreLoc uint32
bindFunc func(uint32)
obj uint32
prev []uint32
}
func (b *binder) bind() *binder {
var prev int32
gl.GetIntegerv(b.restoreLoc, &prev)
b.prev = append(b.prev, uint32(prev))
if b.prev[len(b.prev)-1] != b.obj {
b.bindFunc(b.obj)
}
return b
}
func (b *binder) restore() *binder {
if b.prev[len(b.prev)-1] != b.obj {
b.bindFunc(b.prev[len(b.prev)-1])
}
b.prev = b.prev[:len(b.prev)-1]
return b
}

View File

@@ -1,285 +0,0 @@
package glhf
import (
"fmt"
"runtime"
"github.com/faiface/mainthread"
"github.com/go-gl/gl/v3.3-core/gl"
"github.com/pkg/errors"
)
// VertexSlice points to a portion of (or possibly whole) vertex array. It is used as a pointer,
// contrary to Go's builtin slices. This is, so that append can be 'in-place'. That's for the good,
// because Begin/End-ing a VertexSlice would become super confusing, if append returned a new
// VertexSlice.
//
// It also implements all basic slice-like operations: appending, sub-slicing, etc.
//
// Note that you need to Begin a VertexSlice before getting or updating it's elements or drawing it.
// After you're done with it, you need to End it.
type VertexSlice struct {
va *vertexArray
i, j int
}
// MakeVertexSlice allocates a new vertex array with specified capacity and returns a VertexSlice
// that points to it's first len elements.
//
// Note, that a vertex array is specialized for a specific shader and can't be used with another
// shader.
func MakeVertexSlice(shader *Shader, len, cap int) *VertexSlice {
if len > cap {
panic("failed to make vertex slice: len > cap")
}
return &VertexSlice{
va: newVertexArray(shader, cap),
i: 0,
j: len,
}
}
// VertexFormat returns the format of vertex attributes inside the underlying vertex array of this
// VertexSlice.
func (vs *VertexSlice) VertexFormat() AttrFormat {
return vs.va.format
}
// Stride returns the number of float32 elements occupied by one vertex.
func (vs *VertexSlice) Stride() int {
return vs.va.stride / 4
}
// Len returns the length of the VertexSlice (number of vertices).
func (vs *VertexSlice) Len() int {
return vs.j - vs.i
}
// Cap returns the capacity of an underlying vertex array.
func (vs *VertexSlice) Cap() int {
return vs.va.cap - vs.i
}
// SetLen resizes the VertexSlice to length len.
func (vs *VertexSlice) SetLen(len int) {
vs.End() // vs must have been Begin-ed before calling this method
*vs = vs.grow(len)
vs.Begin()
}
// grow returns supplied vs with length changed to len. Allocates new underlying vertex array if
// necessary. The original content is preserved.
func (vs VertexSlice) grow(len int) VertexSlice {
if len <= vs.Cap() {
// capacity sufficient
return VertexSlice{
va: vs.va,
i: vs.i,
j: vs.i + len,
}
}
// grow the capacity
newCap := vs.Cap()
if newCap < 1024 {
newCap += newCap
} else {
newCap += newCap / 4
}
if newCap < len {
newCap = len
}
newVs := VertexSlice{
va: newVertexArray(vs.va.shader, newCap),
i: 0,
j: len,
}
// preserve the original content
newVs.Begin()
newVs.Slice(0, vs.Len()).SetVertexData(vs.VertexData())
newVs.End()
return newVs
}
// Slice returns a sub-slice of this VertexSlice covering the range [i, j) (relative to this
// VertexSlice).
//
// Note, that the returned VertexSlice shares an underlying vertex array with the original
// VertexSlice. Modifying the contents of one modifies corresponding contents of the other.
func (vs *VertexSlice) Slice(i, j int) *VertexSlice {
if i < 0 || j < i || j > vs.va.cap {
panic("failed to slice vertex slice: index out of range")
}
return &VertexSlice{
va: vs.va,
i: vs.i + i,
j: vs.i + j,
}
}
// SetVertexData sets the contents of the VertexSlice.
//
// The data is a slice of float32's, where each vertex attribute occupies a certain number of
// elements. Namely, Float occupies 1, Vec2 occupies 2, Vec3 occupies 3 and Vec4 occupies 4. The
// attribues in the data slice must be in the same order as in the vertex format of this Vertex
// Slice.
//
// If the length of vertices does not match the length of the VertexSlice, this methdo panics.
func (vs *VertexSlice) SetVertexData(data []float32) {
if len(data)/vs.Stride() != vs.Len() {
fmt.Println(len(data)/vs.Stride(), vs.Len())
panic("set vertex data: wrong length of vertices")
}
vs.va.setVertexData(vs.i, vs.j, data)
}
// VertexData returns the contents of the VertexSlice.
//
// The data is in the same format as with SetVertexData.
func (vs *VertexSlice) VertexData() []float32 {
return vs.va.vertexData(vs.i, vs.j)
}
// Draw draws the content of the VertexSlice.
func (vs *VertexSlice) Draw() {
vs.va.draw(vs.i, vs.j)
}
// Begin binds the underlying vertex array. Calling this method is necessary before using the VertexSlice.
func (vs *VertexSlice) Begin() {
vs.va.begin()
}
// End unbinds the underlying vertex array. Call this method when you're done with VertexSlice.
func (vs *VertexSlice) End() {
vs.va.end()
}
type vertexArray struct {
vao, vbo binder
cap int
format AttrFormat
stride int
offset []int
shader *Shader
}
const vertexArrayMinCap = 4
func newVertexArray(shader *Shader, cap int) *vertexArray {
if cap < vertexArrayMinCap {
cap = vertexArrayMinCap
}
va := &vertexArray{
vao: binder{
restoreLoc: gl.VERTEX_ARRAY_BINDING,
bindFunc: func(obj uint32) {
gl.BindVertexArray(obj)
},
},
vbo: binder{
restoreLoc: gl.ARRAY_BUFFER_BINDING,
bindFunc: func(obj uint32) {
gl.BindBuffer(gl.ARRAY_BUFFER, obj)
},
},
cap: cap,
format: shader.VertexFormat(),
stride: shader.VertexFormat().Size(),
offset: make([]int, len(shader.VertexFormat())),
shader: shader,
}
offset := 0
for i, attr := range va.format {
switch attr.Type {
case Float, Vec2, Vec3, Vec4:
default:
panic(errors.New("failed to create vertex array: invalid attribute type"))
}
va.offset[i] = offset
offset += attr.Type.Size()
}
gl.GenVertexArrays(1, &va.vao.obj)
va.vao.bind()
gl.GenBuffers(1, &va.vbo.obj)
defer va.vbo.bind().restore()
emptyData := make([]byte, cap*va.stride)
gl.BufferData(gl.ARRAY_BUFFER, len(emptyData), gl.Ptr(emptyData), gl.DYNAMIC_DRAW)
for i, attr := range va.format {
loc := gl.GetAttribLocation(shader.program.obj, gl.Str(attr.Name+"\x00"))
var size int32
switch attr.Type {
case Float:
size = 1
case Vec2:
size = 2
case Vec3:
size = 3
case Vec4:
size = 4
}
gl.VertexAttribPointer(
uint32(loc),
size,
gl.FLOAT,
false,
int32(va.stride),
gl.PtrOffset(va.offset[i]),
)
gl.EnableVertexAttribArray(uint32(loc))
}
va.vao.restore()
runtime.SetFinalizer(va, (*vertexArray).delete)
return va
}
func (va *vertexArray) delete() {
mainthread.CallNonBlock(func() {
gl.DeleteVertexArrays(1, &va.vao.obj)
gl.DeleteBuffers(1, &va.vbo.obj)
})
}
func (va *vertexArray) begin() {
va.vao.bind()
va.vbo.bind()
}
func (va *vertexArray) end() {
va.vbo.restore()
va.vao.restore()
}
func (va *vertexArray) draw(i, j int) {
gl.DrawArrays(gl.TRIANGLES, int32(i), int32(i+j))
}
func (va *vertexArray) setVertexData(i, j int, data []float32) {
if j-i == 0 {
// avoid setting 0 bytes of buffer data
return
}
gl.BufferSubData(gl.ARRAY_BUFFER, i*va.stride, len(data)*4, gl.Ptr(data))
}
func (va *vertexArray) vertexData(i, j int) []float32 {
if j-i == 0 {
// avoid getting 0 bytes of buffer data
return nil
}
data := make([]float32, (j-i)*va.stride/4)
gl.GetBufferSubData(gl.ARRAY_BUFFER, i*va.stride, len(data)*4, gl.Ptr(data))
return data
}

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@@ -1,21 +0,0 @@
MIT License
Copyright (c) 2017 Michal Štrba
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

View File

@@ -1,71 +0,0 @@
# mainthread [![GoDoc](https://godoc.org/github.com/faiface/mainthread?status.svg)](http://godoc.org/github.com/faiface/mainthread) [![Report card](https://goreportcard.com/badge/github.com/faiface/mainthread)](https://goreportcard.com/report/github.com/faiface/mainthread)
Package mainthread allows you to run code on the main operating system thread.
`go get github.com/faiface/mainthread`
Operating systems often require, that code which deals with windows and graphics has to run on the
main thread. This is however somehow challenging in Go due to Go's concurrent nature.
This package makes it easily possible.
All you need to do is put your main code into a separate function and call `mainthread.Run` from
your real main, like this:
```go
package main
import (
"fmt"
"github.com/faiface/mainthread"
)
func run() {
// now we can run stuff on the main thread like this
mainthread.Call(func() {
fmt.Println("printing from the main thread")
})
fmt.Println("printing from another thread")
}
func main() {
mainthread.Run(run) // enables mainthread package and runs run in a separate goroutine
}
```
## More functions
If you don't wish to wait until a function finishes running on the main thread, use
`mainthread.CallNonBlock`:
```go
mainthread.CallNonBlock(func() {
fmt.Println("i'm in the main thread")
})
fmt.Println("but imma be likely printed first, cuz i don't wait")
```
If you want to get some value returned from the main thread, you can use `mainthread.CallErr` or
`mainthread.CallVal`:
```go
err := mainthread.CallErr(func() error {
return nil // i don't do nothing wrong
})
val := mainthread.CallVal(func() interface{} {
return 42 // the meaning of life, universe and everything
})
```
If `mainthread.CallErr` or `mainthread.CallVal` aren't sufficient for you, you can just assign
variables from within the main thread:
```go
var x, y int
mainthread.Call(func() {
x, y = 1, 2
})
```
However, be careful with `mainthread.CallNonBlock` when dealing with local variables.

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@@ -1,87 +0,0 @@
package mainthread
import (
"errors"
"runtime"
)
// CallQueueCap is the capacity of the call queue. This means how many calls to CallNonBlock will not
// block until some call finishes.
//
// The default value is 16 and should be good for 99% usecases.
var CallQueueCap = 16
var (
callQueue chan func()
)
func init() {
runtime.LockOSThread()
}
func checkRun() {
if callQueue == nil {
panic(errors.New("mainthread: did not call Run"))
}
}
// Run enables mainthread package functionality. To use mainthread package, put your main function
// code into the run function (the argument to Run) and simply call Run from the real main function.
//
// Run returns when run (argument) function finishes.
func Run(run func()) {
callQueue = make(chan func(), CallQueueCap)
done := make(chan struct{})
go func() {
run()
done <- struct{}{}
}()
for {
select {
case f := <-callQueue:
f()
case <-done:
return
}
}
}
// CallNonBlock queues function f on the main thread and returns immediately. Does not wait until f
// finishes.
func CallNonBlock(f func()) {
checkRun()
callQueue <- f
}
// Call queues function f on the main thread and blocks until the function f finishes.
func Call(f func()) {
checkRun()
done := make(chan struct{})
callQueue <- func() {
f()
done <- struct{}{}
}
<-done
}
// CallErr queues function f on the main thread and returns an error returned by f.
func CallErr(f func() error) error {
checkRun()
errChan := make(chan error)
callQueue <- func() {
errChan <- f()
}
return <-errChan
}
// CallVal queues function f on the main thread and returns a value returned by f.
func CallVal(f func() interface{}) interface{} {
checkRun()
respChan := make(chan interface{})
callQueue <- func() {
respChan <- f()
}
return <-respChan
}

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@@ -1,14 +0,0 @@
# Contributing to Pixel
:tada: Hi! I'm really glad you're considering contributing to Pixel! :tada:
## Here are a few ways you can contribute
1. **Make a community example** and place it inside the [examples/community](examples/community) folder.
2. **Add tests**. There only few tests in Pixel at the moment. Take a look at them and make some similar.
3. **Add a small feature or an improvement**. Feel like some small feature is missing? Just make a PR. Be ready that I might reject it, though, if I don't find it particularly appealing.
4. **Join the big development** by joining the discussion at the [Gitter](https://gitter.im/pixellib/Lobby), where we can discuss bigger changes and implement them after that.
## How to make a pull request
Go gives you a nice surprise when attempting to make a PR on Github. The thing is, that when user _xyz_ forks Pixel on Github, it ends up in _github.com/xyz/pixel_, which fucks up your import paths. Here's how you deal with that: https://www.reddit.com/r/golang/comments/2jdcw1/how_do_you_deal_with_github_forking/.

View File

@@ -1,21 +0,0 @@
MIT License
Copyright (c) 2016 Michal Štrba
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

View File

@@ -1,161 +0,0 @@
# Pixel [![Build Status](https://travis-ci.org/faiface/pixel.svg?branch=master)](https://travis-ci.org/faiface/pixel) [![GoDoc](https://godoc.org/github.com/faiface/pixel?status.svg)](https://godoc.org/github.com/faiface/pixel) [![Go Report Card](https://goreportcard.com/badge/github.com/faiface/pixel)](https://goreportcard.com/report/github.com/faiface/pixel) [![Join the chat at https://gitter.im/pixellib/Lobby](https://badges.gitter.im/pixellib/Lobby.svg)](https://gitter.im/pixellib/Lobby?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)
A hand-crafted 2D game library in Go. Take a look into the [features](#features) to see what it can
do.
```
go get github.com/faiface/pixel
```
See [requirements](#requirements) for the list of libraries necessary for compilation.
## Tutorial
The [Wiki of this repo](https://github.com/faiface/pixel/wiki) contains an extensive tutorial
covering several topics of Pixel. Here's the content of the tutorial parts so far:
- [Creating a Window](https://github.com/faiface/pixel/wiki/Creating-a-Window)
- [Drawing a Sprite](https://github.com/faiface/pixel/wiki/Drawing-a-Sprite)
- [Moving, scaling and rotating with Matrix](https://github.com/faiface/pixel/wiki/Moving,-scaling-and-rotating-with-Matrix)
- [Pressing keys and clicking mouse](https://github.com/faiface/pixel/wiki/Pressing-keys-and-clicking-mouse)
- [Drawing efficiently with Batch](https://github.com/faiface/pixel/wiki/Drawing-efficiently-with-Batch)
- [Drawing shapes with IMDraw](https://github.com/faiface/pixel/wiki/Drawing-shapes-with-IMDraw)
- [Typing text on the screen](https://github.com/faiface/pixel/wiki/Typing-text-on-the-screen)
- [Using a custom fragment shader](https://github.com/faiface/pixel/wiki/Using-a-custom-fragment-shader)
## [Examples](https://github.com/faiface/pixel-examples)
The [examples](https://github.com/faiface/pixel-examples) repository contains a few
examples demonstrating Pixel's functionality.
**To run an example**, navigate to it's directory, then `go run` the `main.go` file. For example:
```
$ cd pixel-examples/platformer
$ go run main.go
```
Here are some screenshots from the examples!
| [Lights](https://github.com/faiface/pixel-examples/blob/master/lights) | [Platformer](https://github.com/faiface/pixel-examples/blob/master/platformer) |
| --- | --- |
| ![Lights](https://github.com/faiface/pixel-examples/blob/master/lights/screenshot.png) | ![Platformer](https://github.com/faiface/pixel-examples/blob/master/platformer/screenshot.png) |
| [Smoke](https://github.com/faiface/pixel-examples/blob/master/smoke) | [Typewriter](https://github.com/faiface/pixel-examples/blob/master/typewriter) |
| --- | --- |
| ![Smoke](https://github.com/faiface/pixel-examples/blob/master/smoke/screenshot.png) | ![Typewriter](https://github.com/faiface/pixel-examples/blob/master/typewriter/screenshot.png) |
| [Raycaster](https://github.com/faiface/pixel-examples/blob/master/community/raycaster) | [Starfield](https://github.com/faiface/pixel-examples/blob/master/community/starfield) |
| --- | --- |
| ![Raycaster](https://github.com/faiface/pixel-examples/blob/master/community/raycaster/screenshot.png) | ![Starfield](https://github.com/faiface/pixel-examples/blob/master/community/starfield/screenshot.png) |
## Features
Here's the list of the main features in Pixel. Although Pixel is still under heavy development,
**there should be no major breakage in the API.** This is not a 100% guarantee, though.
- Fast 2D graphics
- Sprites
- Primitive shapes with immediate mode style
[IMDraw](https://github.com/faiface/pixel/wiki/Drawing-shapes-with-IMDraw) (circles, rectangles,
lines, ...)
- Optimized drawing with [Batch](https://github.com/faiface/pixel/wiki/Drawing-efficiently-with-Batch)
- Text drawing with [text](https://godoc.org/github.com/faiface/pixel/text) package
- Audio through a separate [Beep](https://github.com/faiface/beep) library.
- Simple and convenient API
- Drawing a sprite to a window is as simple as `sprite.Draw(window, matrix)`
- Wanna know where the center of a window is? `window.Bounds().Center()`
- [...](https://godoc.org/github.com/faiface/pixel)
- Full documentation and tutorial
- Works on Linux, macOS and Windows
- Window creation and manipulation (resizing, fullscreen, multiple windows, ...)
- Keyboard (key presses, text input) and mouse input without events
- Well integrated with the Go standard library
- Use `"image"` package for loading pictures
- Use `"time"` package for measuring delta time and FPS
- Use `"image/color"` for colors, or use Pixel's own `color.Color` format, which supports easy
multiplication and a few more features
- Pixel uses `float64` throughout the library, compatible with `"math"` package
- Geometry transformations with
[Matrix](https://github.com/faiface/pixel/wiki/Moving,-scaling-and-rotating-with-Matrix)
- Moving, scaling, rotating
- Easy camera implementation
- Off-screen drawing to Canvas or any other target (Batch, IMDraw, ...)
- Fully garbage collected, no `Close` or `Dispose` methods
- Full [Porter-Duff](http://ssp.impulsetrain.com/porterduff.html) composition, which enables
- 2D lighting
- Cutting holes into objects
- Much more...
- Pixel let's you draw stuff and do your job, it doesn't impose any particular style or paradigm
- Platform and backend independent [core](https://godoc.org/github.com/faiface/pixel)
- Core Target/Triangles/Picture pattern makes it easy to create new drawing targets that do
arbitrarily crazy stuff (e.g. graphical effects)
- Small codebase, ~5K lines of code, including the backend [glhf](https://github.com/faiface/glhf)
package
## Missing features
Pixel is in development and still missing few critical features. Here're the most critical ones.
- ~~Audio~~
- ~~Drawing text~~
- Antialiasing (filtering is supported, though)
- ~~Advanced window manipulation (cursor hiding, window icon, ...)~~
- Better support for Hi-DPI displays
- Mobile (and perhaps HTML5?) backend
- More advanced graphical effects (e.g. blur)
- Tests and benchmarks
**Implementing these features will get us to the 1.0 release.** Contribute, so that it's as soon as
possible!
## Requirements
If you're using Windows and having trouble building Pixel, please check [this
guide](https://github.com/faiface/pixel/wiki/Building-Pixel-on-Windows) on the
[wiki](https://github.com/faiface/pixel/wiki).
[PixelGL](https://godoc.org/github.com/faiface/pixel/pixelgl) backend uses OpenGL to render
graphics. Because of that, OpenGL development libraries are needed for compilation. The dependencies
are same as for [GLFW](https://github.com/go-gl/glfw).
The OpenGL version used is **OpenGL 3.3**.
- On macOS, you need Xcode or Command Line Tools for Xcode (`xcode-select --install`) for required
headers and libraries.
- On Ubuntu/Debian-like Linux distributions, you need `libgl1-mesa-dev` and `xorg-dev` packages.
- On CentOS/Fedora-like Linux distributions, you need `libX11-devel libXcursor-devel libXrandr-devel
libXinerama-devel mesa-libGL-devel libXi-devel` packages.
- See [here](http://www.glfw.org/docs/latest/compile.html#compile_deps) for full details.
**The combination of Go 1.8, macOS and latest XCode seems to be problematic** as mentioned in issue
[#7](https://github.com/faiface/pixel/issues/7). This issue is probably not related to Pixel.
**Upgrading to Go 1.8.1 fixes the issue.**
## Contributing
Pixel is in, let's say, mid-stage of development. Many of the important features are here, some are
missing. That's why **contributions are very important and welcome!** All alone, I will be able to
finish the library, but it'll take a lot of time. With your help, it'll take much less. I encourage
everyone to contribute, even with just an idea. Especially welcome are **issues** and **pull
requests**.
**However, I won't accept everything. Pixel is being developed with thought and care.** Each
component was designed and re-designed multiple times. Code and API quality is very important here.
API is focused on simplicity and expressiveness.
When contributing, keep these goals in mind. It doesn't mean that I'll only accept perfect pull
requests. It just means that I might not like your idea. Or that your pull requests could need some
rewriting. That's perfectly fine, don't let it put you off. In the end, we'll just end up with a
better result.
Take a look at [CONTRIBUTING.md](CONTRIBUTING.md) for further information.
For any kind of discussion, feel free to use our
[Gitter](https://gitter.im/pixellib/Lobby)
community.
## License
[MIT](LICENSE)

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@@ -1,163 +0,0 @@
package pixel
import (
"fmt"
"image/color"
)
// Batch is a Target that allows for efficient drawing of many objects with the same Picture.
//
// To put an object into a Batch, just draw it onto it:
// object.Draw(batch)
type Batch struct {
cont Drawer
mat Matrix
col RGBA
}
var _ BasicTarget = (*Batch)(nil)
// NewBatch creates an empty Batch with the specified Picture and container.
//
// The container is where objects get accumulated. Batch will support precisely those Triangles
// properties, that the supplied container supports. If you retain access to the container and
// change it, call Dirty to notify Batch about the change.
//
// Note, that if the container does not support TrianglesColor, color masking will not work.
func NewBatch(container Triangles, pic Picture) *Batch {
b := &Batch{cont: Drawer{Triangles: container, Picture: pic}}
b.SetMatrix(IM)
b.SetColorMask(Alpha(1))
return b
}
// Dirty notifies Batch about an external modification of it's container. If you retain access to
// the Batch's container and change it, call Dirty to notify Batch about the change.
//
// container := &pixel.TrianglesData{}
// batch := pixel.NewBatch(container, nil)
// container.SetLen(10) // container changed from outside of Batch
// batch.Dirty() // notify Batch about the change
func (b *Batch) Dirty() {
b.cont.Dirty()
}
// Clear removes all objects from the Batch.
func (b *Batch) Clear() {
b.cont.Triangles.SetLen(0)
b.cont.Dirty()
}
// Draw draws all objects that are currently in the Batch onto another Target.
func (b *Batch) Draw(t Target) {
b.cont.Draw(t)
}
// SetMatrix sets a Matrix that every point will be projected by.
func (b *Batch) SetMatrix(m Matrix) {
b.mat = m
}
// SetColorMask sets a mask color used in the following draws onto the Batch.
func (b *Batch) SetColorMask(c color.Color) {
if c == nil {
b.col = Alpha(1)
return
}
b.col = ToRGBA(c)
}
// MakeTriangles returns a specialized copy of the provided Triangles that draws onto this Batch.
func (b *Batch) MakeTriangles(t Triangles) TargetTriangles {
bt := &batchTriangles{
tri: t.Copy(),
tmp: MakeTrianglesData(t.Len()),
dst: b,
}
return bt
}
// MakePicture returns a specialized copy of the provided Picture that draws onto this Batch.
func (b *Batch) MakePicture(p Picture) TargetPicture {
if p != b.cont.Picture {
panic(fmt.Errorf("(%T).MakePicture: Picture is not the Batch's Picture", b))
}
bp := &batchPicture{
pic: p,
dst: b,
}
return bp
}
type batchTriangles struct {
tri Triangles
tmp *TrianglesData
dst *Batch
}
func (bt *batchTriangles) Len() int {
return bt.tri.Len()
}
func (bt *batchTriangles) SetLen(len int) {
bt.tri.SetLen(len)
bt.tmp.SetLen(len)
}
func (bt *batchTriangles) Slice(i, j int) Triangles {
return &batchTriangles{
tri: bt.tri.Slice(i, j),
tmp: bt.tmp.Slice(i, j).(*TrianglesData),
dst: bt.dst,
}
}
func (bt *batchTriangles) Update(t Triangles) {
bt.tri.Update(t)
}
func (bt *batchTriangles) Copy() Triangles {
return &batchTriangles{
tri: bt.tri.Copy(),
tmp: bt.tmp.Copy().(*TrianglesData),
dst: bt.dst,
}
}
func (bt *batchTriangles) draw(bp *batchPicture) {
bt.tmp.Update(bt.tri)
for i := range *bt.tmp {
(*bt.tmp)[i].Position = bt.dst.mat.Project((*bt.tmp)[i].Position)
(*bt.tmp)[i].Color = bt.dst.col.Mul((*bt.tmp)[i].Color)
}
cont := bt.dst.cont.Triangles
cont.SetLen(cont.Len() + bt.tri.Len())
added := cont.Slice(cont.Len()-bt.tri.Len(), cont.Len())
added.Update(bt.tri)
added.Update(bt.tmp)
bt.dst.cont.Dirty()
}
func (bt *batchTriangles) Draw() {
bt.draw(nil)
}
type batchPicture struct {
pic Picture
dst *Batch
}
func (bp *batchPicture) Bounds() Rect {
return bp.pic.Bounds()
}
func (bp *batchPicture) Draw(t TargetTriangles) {
bt := t.(*batchTriangles)
if bp.dst != bt.dst {
panic(fmt.Errorf("(%T).Draw: TargetTriangles generated by different Batch", bp))
}
bt.draw(bp)
}

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@@ -1,97 +0,0 @@
package pixel
import "image/color"
// RGBA represents an alpha-premultiplied RGBA color with components within range [0, 1].
//
// The difference between color.RGBA is that the value range is [0, 1] and the values are floats.
type RGBA struct {
R, G, B, A float64
}
// RGB returns a fully opaque RGBA color with the given RGB values.
//
// A common way to construct a transparent color is to create one with RGB constructor, then
// multiply it by a color obtained from the Alpha constructor.
func RGB(r, g, b float64) RGBA {
return RGBA{r, g, b, 1}
}
// Alpha returns a white RGBA color with the given alpha component.
func Alpha(a float64) RGBA {
return RGBA{a, a, a, a}
}
// Add adds color d to color c component-wise and returns the result (the components are not
// clamped).
func (c RGBA) Add(d RGBA) RGBA {
return RGBA{
R: c.R + d.R,
G: c.G + d.G,
B: c.B + d.B,
A: c.A + d.A,
}
}
// Sub subtracts color d from color c component-wise and returns the result (the components
// are not clamped).
func (c RGBA) Sub(d RGBA) RGBA {
return RGBA{
R: c.R - d.R,
G: c.G - d.G,
B: c.B - d.B,
A: c.A - d.A,
}
}
// Mul multiplies color c by color d component-wise (the components are not clamped).
func (c RGBA) Mul(d RGBA) RGBA {
return RGBA{
R: c.R * d.R,
G: c.G * d.G,
B: c.B * d.B,
A: c.A * d.A,
}
}
// Scaled multiplies each component of color c by scale and returns the result (the components
// are not clamped).
func (c RGBA) Scaled(scale float64) RGBA {
return RGBA{
R: c.R * scale,
G: c.G * scale,
B: c.B * scale,
A: c.A * scale,
}
}
// RGBA returns alpha-premultiplied red, green, blue and alpha components of the RGBA color.
func (c RGBA) RGBA() (r, g, b, a uint32) {
r = uint32(0xffff * c.R)
g = uint32(0xffff * c.G)
b = uint32(0xffff * c.B)
a = uint32(0xffff * c.A)
return
}
// ToRGBA converts a color to RGBA format. Using this function is preferred to using RGBAModel, for
// performance (using RGBAModel introduces additional unnecessary allocations).
func ToRGBA(c color.Color) RGBA {
if c, ok := c.(RGBA); ok {
return c
}
r, g, b, a := c.RGBA()
return RGBA{
float64(r) / 0xffff,
float64(g) / 0xffff,
float64(b) / 0xffff,
float64(a) / 0xffff,
}
}
// RGBAModel converts colors to RGBA format.
var RGBAModel = color.ModelFunc(rgbaModel)
func rgbaModel(c color.Color) color.Color {
return ToRGBA(c)
}

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@@ -1,65 +0,0 @@
package pixel
import "errors"
// ComposeTarget is a BasicTarget capable of Porter-Duff composition.
type ComposeTarget interface {
BasicTarget
// SetComposeMethod sets a Porter-Duff composition method to be used.
SetComposeMethod(ComposeMethod)
}
// ComposeMethod is a Porter-Duff composition method.
type ComposeMethod int
// Here's the list of all available Porter-Duff composition methods. Use ComposeOver for the basic
// alpha blending.
const (
ComposeOver ComposeMethod = iota
ComposeIn
ComposeOut
ComposeAtop
ComposeRover
ComposeRin
ComposeRout
ComposeRatop
ComposeXor
ComposePlus
ComposeCopy
)
// Compose composes two colors together according to the ComposeMethod. A is the foreground, B is
// the background.
func (cm ComposeMethod) Compose(a, b RGBA) RGBA {
var fa, fb float64
switch cm {
case ComposeOver:
fa, fb = 1, 1-a.A
case ComposeIn:
fa, fb = b.A, 0
case ComposeOut:
fa, fb = 1-b.A, 0
case ComposeAtop:
fa, fb = b.A, 1-a.A
case ComposeRover:
fa, fb = 1-b.A, 1
case ComposeRin:
fa, fb = 0, a.A
case ComposeRout:
fa, fb = 0, 1-a.A
case ComposeRatop:
fa, fb = 1-b.A, a.A
case ComposeXor:
fa, fb = 1-b.A, 1-a.A
case ComposePlus:
fa, fb = 1, 1
case ComposeCopy:
fa, fb = 1, 0
default:
panic(errors.New("Compose: invalid ComposeMethod"))
}
return a.Mul(Alpha(fa)).Add(b.Mul(Alpha(fb)))
}

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@@ -1,271 +0,0 @@
package pixel
import (
"fmt"
"image"
"image/color"
"image/draw"
"math"
)
// TrianglesData specifies a list of Triangles vertices with three common properties:
// TrianglesPosition, TrianglesColor and TrianglesPicture.
type TrianglesData []struct {
Position Vec
Color RGBA
Picture Vec
Intensity float64
}
// MakeTrianglesData creates TrianglesData of length len initialized with default property values.
//
// Prefer this function to make(TrianglesData, len), because make zeros them, while this function
// does the correct intialization.
func MakeTrianglesData(len int) *TrianglesData {
td := &TrianglesData{}
td.SetLen(len)
return td
}
// Len returns the number of vertices in TrianglesData.
func (td *TrianglesData) Len() int {
return len(*td)
}
// SetLen resizes TrianglesData to len, while keeping the original content.
//
// If len is greater than TrianglesData's current length, the new data is filled with default
// values ((0, 0), white, (0, 0), 0).
func (td *TrianglesData) SetLen(len int) {
if len > td.Len() {
needAppend := len - td.Len()
for i := 0; i < needAppend; i++ {
*td = append(*td, struct {
Position Vec
Color RGBA
Picture Vec
Intensity float64
}{Color: RGBA{1, 1, 1, 1}})
}
}
if len < td.Len() {
*td = (*td)[:len]
}
}
// Slice returns a sub-Triangles of this TrianglesData.
func (td *TrianglesData) Slice(i, j int) Triangles {
s := TrianglesData((*td)[i:j])
return &s
}
func (td *TrianglesData) updateData(t Triangles) {
// fast path optimization
if t, ok := t.(*TrianglesData); ok {
copy(*td, *t)
return
}
// slow path manual copy
if t, ok := t.(TrianglesPosition); ok {
for i := range *td {
(*td)[i].Position = t.Position(i)
}
}
if t, ok := t.(TrianglesColor); ok {
for i := range *td {
(*td)[i].Color = t.Color(i)
}
}
if t, ok := t.(TrianglesPicture); ok {
for i := range *td {
(*td)[i].Picture, (*td)[i].Intensity = t.Picture(i)
}
}
}
// Update copies vertex properties from the supplied Triangles into this TrianglesData.
//
// TrianglesPosition, TrianglesColor and TrianglesTexture are supported.
func (td *TrianglesData) Update(t Triangles) {
if td.Len() != t.Len() {
panic(fmt.Errorf("(%T).Update: invalid triangles length", td))
}
td.updateData(t)
}
// Copy returns an exact independent copy of this TrianglesData.
func (td *TrianglesData) Copy() Triangles {
copyTd := TrianglesData{}
copyTd.SetLen(td.Len())
copyTd.Update(td)
return &copyTd
}
// Position returns the position property of i-th vertex.
func (td *TrianglesData) Position(i int) Vec {
return (*td)[i].Position
}
// Color returns the color property of i-th vertex.
func (td *TrianglesData) Color(i int) RGBA {
return (*td)[i].Color
}
// Picture returns the picture property of i-th vertex.
func (td *TrianglesData) Picture(i int) (pic Vec, intensity float64) {
return (*td)[i].Picture, (*td)[i].Intensity
}
// PictureData specifies an in-memory rectangular area of pixels and implements Picture and
// PictureColor.
//
// Pixels are small rectangles of unit size of form (x, y, x+1, y+1), where x and y are integers.
// PictureData contains and assigns a color to all pixels that are at least partially contained
// within it's Bounds (Rect).
//
// The struct's innards are exposed for convenience, manual modification is at your own risk.
//
// The format of the pixels is color.RGBA and not pixel.RGBA for a very serious reason:
// pixel.RGBA takes up 8x more memory than color.RGBA.
type PictureData struct {
Pix []color.RGBA
Stride int
Rect Rect
}
// MakePictureData creates a zero-initialized PictureData covering the given rectangle.
func MakePictureData(rect Rect) *PictureData {
w := int(math.Ceil(rect.Max.X)) - int(math.Floor(rect.Min.X))
h := int(math.Ceil(rect.Max.Y)) - int(math.Floor(rect.Min.Y))
pd := &PictureData{
Stride: w,
Rect: rect,
}
pd.Pix = make([]color.RGBA, w*h)
return pd
}
func verticalFlip(rgba *image.RGBA) {
bounds := rgba.Bounds()
width := bounds.Dx()
tmpRow := make([]uint8, width*4)
for i, j := 0, bounds.Dy()-1; i < j; i, j = i+1, j-1 {
iRow := rgba.Pix[i*rgba.Stride : i*rgba.Stride+width*4]
jRow := rgba.Pix[j*rgba.Stride : j*rgba.Stride+width*4]
copy(tmpRow, iRow)
copy(iRow, jRow)
copy(jRow, tmpRow)
}
}
// PictureDataFromImage converts an image.Image into PictureData.
//
// The resulting PictureData's Bounds will be the equivalent of the supplied image.Image's Bounds.
func PictureDataFromImage(img image.Image) *PictureData {
rgba := image.NewRGBA(img.Bounds())
draw.Draw(rgba, rgba.Bounds(), img, img.Bounds().Min, draw.Src)
verticalFlip(rgba)
pd := MakePictureData(R(
float64(rgba.Bounds().Min.X),
float64(rgba.Bounds().Min.Y),
float64(rgba.Bounds().Max.X),
float64(rgba.Bounds().Max.Y),
))
for i := range pd.Pix {
pd.Pix[i].R = rgba.Pix[i*4+0]
pd.Pix[i].G = rgba.Pix[i*4+1]
pd.Pix[i].B = rgba.Pix[i*4+2]
pd.Pix[i].A = rgba.Pix[i*4+3]
}
return pd
}
// PictureDataFromPicture converts an arbitrary Picture into PictureData (the conversion may be
// lossy, because PictureData works with unit-sized pixels).
//
// Bounds are preserved.
func PictureDataFromPicture(pic Picture) *PictureData {
if pd, ok := pic.(*PictureData); ok {
return pd
}
bounds := pic.Bounds()
pd := MakePictureData(bounds)
if pic, ok := pic.(PictureColor); ok {
for y := math.Floor(bounds.Min.Y); y < bounds.Max.Y; y++ {
for x := math.Floor(bounds.Min.X); x < bounds.Max.X; x++ {
// this together with the Floor is a trick to get all of the pixels
at := V(
math.Max(x, bounds.Min.X),
math.Max(y, bounds.Min.Y),
)
col := pic.Color(at)
pd.Pix[pd.Index(at)] = color.RGBA{
R: uint8(col.R * 255),
G: uint8(col.G * 255),
B: uint8(col.B * 255),
A: uint8(col.A * 255),
}
}
}
}
return pd
}
// Image converts PictureData into an image.RGBA.
//
// The resulting image.RGBA's Bounds will be equivalent of the PictureData's Bounds.
func (pd *PictureData) Image() *image.RGBA {
bounds := image.Rect(
int(math.Floor(pd.Rect.Min.X)),
int(math.Floor(pd.Rect.Min.Y)),
int(math.Ceil(pd.Rect.Max.X)),
int(math.Ceil(pd.Rect.Max.Y)),
)
rgba := image.NewRGBA(bounds)
i := 0
for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
for x := bounds.Min.X; x < bounds.Max.X; x++ {
off := pd.Index(V(float64(x), float64(y)))
rgba.Pix[i*4+0] = pd.Pix[off].R
rgba.Pix[i*4+1] = pd.Pix[off].G
rgba.Pix[i*4+2] = pd.Pix[off].B
rgba.Pix[i*4+3] = pd.Pix[off].A
i++
}
}
verticalFlip(rgba)
return rgba
}
// Index returns the index of the pixel at the specified position inside the Pix slice.
func (pd *PictureData) Index(at Vec) int {
at = at.Sub(pd.Rect.Min.Map(math.Floor))
x, y := int(at.X), int(at.Y)
return y*pd.Stride + x
}
// Bounds returns the bounds of this PictureData.
func (pd *PictureData) Bounds() Rect {
return pd.Rect
}
// Color returns the color located at the given position.
func (pd *PictureData) Color(at Vec) RGBA {
if !pd.Rect.Contains(at) {
return RGBA{0, 0, 0, 0}
}
return ToRGBA(pd.Pix[pd.Index(at)])
}

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@@ -1,7 +0,0 @@
// Package pixel implements platform and backend agnostic core of the Pixel game development
// library.
//
// It specifies the core Target, Triangles, Picture pattern and implements standard elements, such
// as Sprite, Batch, Vec, Matrix and RGBA in addition to the basic Triangles and Picture
// implementations: TrianglesData and PictureData.
package pixel

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@@ -1,96 +0,0 @@
package pixel
// Drawer glues all the fundamental interfaces (Target, Triangles, Picture) into a coherent and the
// only intended usage pattern.
//
// Drawer makes it possible to draw any combination of Triangles and Picture onto any Target
// efficiently.
//
// To create a Drawer, just assign it's Triangles and Picture fields:
//
// d := pixel.Drawer{Triangles: t, Picture: p}
//
// If Triangles is nil, nothing will be drawn. If Picture is nil, Triangles will be drawn without a
// Picture.
//
// Whenever you change the Triangles, call Dirty to notify Drawer that Triangles changed. You don't
// need to notify Drawer about a change of the Picture.
//
// Note, that Drawer caches the results of MakePicture from Targets it's drawn to for each Picture
// it's set to. What it means is that using a Drawer with an unbounded number of Pictures leads to a
// memory leak, since Drawer caches them and never forgets. In such a situation, create a new Drawer
// for each Picture.
type Drawer struct {
Triangles Triangles
Picture Picture
targets map[Target]*drawerTarget
inited bool
}
type drawerTarget struct {
tris TargetTriangles
pics map[Picture]TargetPicture
clean bool
}
func (d *Drawer) lazyInit() {
if !d.inited {
d.targets = make(map[Target]*drawerTarget)
d.inited = true
}
}
// Dirty marks the Triangles of this Drawer as changed. If not called, changes will not be visible
// when drawing.
func (d *Drawer) Dirty() {
d.lazyInit()
for _, t := range d.targets {
t.clean = false
}
}
// Draw efficiently draws Triangles with Picture onto the provided Target.
//
// If Triangles is nil, nothing will be drawn. If Picture is nil, Triangles will be drawn without a
// Picture.
func (d *Drawer) Draw(t Target) {
d.lazyInit()
if d.Triangles == nil {
return
}
dt := d.targets[t]
if dt == nil {
dt = &drawerTarget{
pics: make(map[Picture]TargetPicture),
}
d.targets[t] = dt
}
if dt.tris == nil {
dt.tris = t.MakeTriangles(d.Triangles)
dt.clean = true
}
if !dt.clean {
dt.tris.SetLen(d.Triangles.Len())
dt.tris.Update(d.Triangles)
dt.clean = true
}
if d.Picture == nil {
dt.tris.Draw()
return
}
pic := dt.pics[d.Picture]
if pic == nil {
pic = t.MakePicture(d.Picture)
dt.pics[d.Picture] = pic
}
pic.Draw(dt.tris)
}

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@@ -1,16 +0,0 @@
# bouncing
Bouncing particles using the [imdraw](https://godoc.org/github.com/faiface/pixel/imdraw) package.
Made by [Peter Hellberg](https://github.com/peterhellberg/) as part of his [pixel-experiments](https://github.com/peterhellberg/pixel-experiments)
## Screenshots
![bouncing animation](https://user-images.githubusercontent.com/565124/32401910-7cd87fb2-c119-11e7-8121-7fb46e5e11a8.gif)
![bouncing screenshot](screenshot.png)
## Links
- https://github.com/peterhellberg/pixel-experiments/tree/master/bouncing
- https://gist.github.com/peterhellberg/674f32a15a7d2d249e634ce781f333e8

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@@ -1,303 +0,0 @@
package main
import (
"image/color"
"math"
"math/rand"
"time"
"github.com/faiface/pixel"
"github.com/faiface/pixel/imdraw"
"github.com/faiface/pixel/pixelgl"
)
var (
w, h, s, scale = float64(640), float64(360), float64(2.3), float64(32)
p, bg = newPalette(Colors), color.RGBA{32, p.color().G, 32, 255}
balls = []*ball{
newRandomBall(scale),
newRandomBall(scale),
}
)
func run() {
win, err := pixelgl.NewWindow(pixelgl.WindowConfig{
Bounds: pixel.R(0, 0, w, h),
VSync: true,
Undecorated: true,
})
if err != nil {
panic(err)
}
imd := imdraw.New(nil)
imd.EndShape = imdraw.RoundEndShape
imd.Precision = 3
go func() {
start := time.Now()
for range time.Tick(16 * time.Millisecond) {
bg = color.RGBA{32 + (p.color().R/128)*4, 32 + (p.color().G/128)*4, 32 + (p.color().B/128)*4, 255}
s = pixel.V(math.Sin(time.Since(start).Seconds())*0.8, 0).Len()*2 - 1
scale = 64 + 15*s
imd.Intensity = 1.2 * s
}
}()
for !win.Closed() {
win.SetClosed(win.JustPressed(pixelgl.KeyEscape) || win.JustPressed(pixelgl.KeyQ))
if win.JustPressed(pixelgl.KeySpace) {
for _, ball := range balls {
ball.color = ball.palette.next()
}
}
if win.JustPressed(pixelgl.KeyEnter) {
for _, ball := range balls {
ball.pos = center()
ball.vel = randomVelocity()
}
}
imd.Clear()
for _, ball := range balls {
imd.Color = ball.color
imd.Push(ball.pos)
}
imd.Polygon(scale)
for _, ball := range balls {
imd.Color = color.RGBA{ball.color.R, ball.color.G, ball.color.B, 128 - uint8(128*s)}
imd.Push(ball.pos)
}
imd.Polygon(scale * s)
for _, ball := range balls {
aliveParticles := []*particle{}
for _, particle := range ball.particles {
if particle.life > 0 {
aliveParticles = append(aliveParticles, particle)
}
}
for _, particle := range aliveParticles {
imd.Color = particle.color
imd.Push(particle.pos)
imd.Circle(16*particle.life, 0)
}
}
win.Clear(bg)
imd.Draw(win)
win.Update()
}
}
func main() {
rand.Seed(4)
go func() {
for range time.Tick(32 * time.Millisecond) {
for _, ball := range balls {
go ball.update()
for _, particle := range ball.particles {
go particle.update()
}
}
}
}()
pixelgl.Run(run)
}
func newParticleAt(pos, vel pixel.Vec) *particle {
c := p.color()
c.A = 5
return &particle{pos, vel, c, rand.Float64() * 1.5}
}
func newRandomBall(radius float64) *ball {
return &ball{
center(), randomVelocity(),
math.Pi * (radius * radius),
radius, p.random(), p, []*particle{},
}
}
func center() pixel.Vec {
return pixel.V(w/2, h/2)
}
func randomVelocity() pixel.Vec {
return pixel.V((rand.Float64()*2)-1, (rand.Float64()*2)-1).Scaled(scale / 4)
}
type particle struct {
pos pixel.Vec
vel pixel.Vec
color color.RGBA
life float64
}
func (p *particle) update() {
p.pos = p.pos.Add(p.vel)
p.life -= 0.03
switch {
case p.pos.Y < 0 || p.pos.Y >= h:
p.vel.Y *= -1.0
case p.pos.X < 0 || p.pos.X >= w:
p.vel.X *= -1.0
}
}
type ball struct {
pos pixel.Vec
vel pixel.Vec
mass float64
radius float64
color color.RGBA
palette *Palette
particles []*particle
}
func (b *ball) update() {
b.pos = b.pos.Add(b.vel)
var bounced bool
switch {
case b.pos.Y <= b.radius || b.pos.Y >= h-b.radius:
b.vel.Y *= -1.0
bounced = true
if b.pos.Y < b.radius {
b.pos.Y = b.radius
} else {
b.pos.Y = h - b.radius
}
case b.pos.X <= b.radius || b.pos.X >= w-b.radius:
b.vel.X *= -1.0
bounced = true
if b.pos.X < b.radius {
b.pos.X = b.radius
} else {
b.pos.X = w - b.radius
}
}
for _, a := range balls {
if a != b {
d := a.pos.Sub(b.pos)
if d.Len() > a.radius+b.radius {
continue
}
pen := d.Unit().Scaled(a.radius + b.radius - d.Len())
a.pos = a.pos.Add(pen.Scaled(b.mass / (a.mass + b.mass)))
b.pos = b.pos.Sub(pen.Scaled(a.mass / (a.mass + b.mass)))
u := d.Unit()
v := 2 * (a.vel.Dot(u) - b.vel.Dot(u)) / (a.mass + b.mass)
a.vel = a.vel.Sub(u.Scaled(v * b.mass))
b.vel = b.vel.Add(u.Scaled(v * a.mass))
bounced = true
}
}
if bounced {
b.color = p.next()
b.particles = append(b.particles,
newParticleAt(b.pos, b.vel.Rotated(1).Scaled(rand.Float64())),
newParticleAt(b.pos, b.vel.Rotated(2).Scaled(rand.Float64())),
newParticleAt(b.pos, b.vel.Rotated(3).Scaled(rand.Float64())),
newParticleAt(b.pos, b.vel.Rotated(4).Scaled(rand.Float64())),
newParticleAt(b.pos, b.vel.Rotated(5).Scaled(rand.Float64())),
newParticleAt(b.pos, b.vel.Rotated(6).Scaled(rand.Float64())),
newParticleAt(b.pos, b.vel.Rotated(7).Scaled(rand.Float64())),
newParticleAt(b.pos, b.vel.Rotated(8).Scaled(rand.Float64())),
newParticleAt(b.pos, b.vel.Rotated(9).Scaled(rand.Float64())),
newParticleAt(b.pos, b.vel.Rotated(10).Scaled(rand.Float64()+1)),
newParticleAt(b.pos, b.vel.Rotated(20).Scaled(rand.Float64()+1)),
newParticleAt(b.pos, b.vel.Rotated(30).Scaled(rand.Float64()+1)),
newParticleAt(b.pos, b.vel.Rotated(40).Scaled(rand.Float64()+1)),
newParticleAt(b.pos, b.vel.Rotated(50).Scaled(rand.Float64()+1)),
newParticleAt(b.pos, b.vel.Rotated(60).Scaled(rand.Float64()+1)),
newParticleAt(b.pos, b.vel.Rotated(70).Scaled(rand.Float64()+1)),
newParticleAt(b.pos, b.vel.Rotated(80).Scaled(rand.Float64()+1)),
newParticleAt(b.pos, b.vel.Rotated(90).Scaled(rand.Float64()+1)),
)
}
}
func newPalette(cc []color.Color) *Palette {
colors := []color.RGBA{}
for _, v := range cc {
if c, ok := v.(color.RGBA); ok {
colors = append(colors, c)
}
}
return &Palette{colors, len(colors), 0}
}
type Palette struct {
colors []color.RGBA
size int
index int
}
func (p *Palette) clone() *Palette {
return &Palette{p.colors, p.size, p.index}
}
func (p *Palette) next() color.RGBA {
if p.index++; p.index >= p.size {
p.index = 0
}
return p.colors[p.index]
}
func (p *Palette) color() color.RGBA {
return p.colors[p.index]
}
func (p *Palette) random() color.RGBA {
p.index = rand.Intn(p.size)
return p.colors[p.index]
}
var Colors = []color.Color{
color.RGBA{190, 38, 51, 255},
color.RGBA{224, 111, 139, 255},
color.RGBA{73, 60, 43, 255},
color.RGBA{164, 100, 34, 255},
color.RGBA{235, 137, 49, 255},
color.RGBA{247, 226, 107, 255},
color.RGBA{47, 72, 78, 255},
color.RGBA{68, 137, 26, 255},
color.RGBA{163, 206, 39, 255},
color.RGBA{0, 87, 132, 255},
color.RGBA{49, 162, 242, 255},
color.RGBA{178, 220, 239, 255},
}

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# Conway's Game of Lfe
Created by [Nathan Leniz](https://github.com/terakilobyte).
Inspired by and heavily uses [the doc](https://golang.org/doc/play/life.go)
> The Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. The "game" is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. One interacts with the Game of Life by creating an initial configuration and observing how it evolves, or, for advanced "players", by creating patterns with particular properties. The Game has been reprogrammed multiple times in various coding languages.
For more information, please see the [wikipedia](https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life) article.
## Use
go run main.go -h
-frameRate duration
The framerate in milliseconds (default 33ms)
-size int
The size of each cell (default 5)
-windowSize float
The pixel size of one side of the grid (default 800)
![life](life.png)

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package life
import (
"github.com/faiface/pixel"
"github.com/faiface/pixel/imdraw"
"golang.org/x/image/colornames"
)
// Shamelessly taken/inspired by https://golang.org/doc/play/life.go
// Grid is the structure in which the cellular automota live
type Grid struct {
h int
cellSize int
Cells [][]bool
}
// NewGrid constructs a new Grid
func NewGrid(h, size int) *Grid {
cells := make([][]bool, h)
for i := 0; i < h; i++ {
cells[i] = make([]bool, h)
}
return &Grid{h: h, cellSize: size, Cells: cells}
}
// Alive returns whether the specified position is alive
func (g *Grid) Alive(x, y int) bool {
x += g.h
x %= g.h
y += g.h
y %= g.h
return g.Cells[y][x]
}
// Set sets the state of a specific location
func (g *Grid) Set(x, y int, state bool) {
g.Cells[y][x] = state
}
// Draw draws the grid
func (g *Grid) Draw(imd *imdraw.IMDraw) {
for i := 0; i < g.h; i++ {
for j := 0; j < g.h; j++ {
if g.Alive(i, j) {
imd.Color = colornames.Black
} else {
imd.Color = colornames.White
}
imd.Push(
pixel.V(float64(i*g.cellSize), float64(j*g.cellSize)),
pixel.V(float64(i*g.cellSize+g.cellSize), float64(j*g.cellSize+g.cellSize)),
)
imd.Rectangle(0)
}
}
}
// Next returns the next state
func (g *Grid) Next(x, y int) bool {
// Count the adjacent cells that are alive.
alive := 0
for i := -1; i <= 1; i++ {
for j := -1; j <= 1; j++ {
if (j != 0 || i != 0) && g.Alive(x+i, y+j) {
alive++
}
}
}
// Return next state according to the game rules:
// exactly 3 neighbors: on,
// exactly 2 neighbors: maintain current state,
// otherwise: off.
return alive == 3 || alive == 2 && g.Alive(x, y)
}

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// Package life manages the "game" state
// Shamelessly taken from https://golang.org/doc/play/life.go
package life
import "math/rand"
// Life stores the state of a round of Conway's Game of Life.
type Life struct {
A, b *Grid
h int
}
// NewLife returns a new Life game state with a random initial state.
func NewLife(h, size int) *Life {
a := NewGrid(h, size)
for i := 0; i < (h * h / 2); i++ {
a.Set(rand.Intn(h), rand.Intn(h), true)
}
return &Life{
A: a, b: NewGrid(h, size),
h: h,
}
}
// Step advances the game by one instant, recomputing and updating all cells.
func (l *Life) Step() {
// Update the state of the next field (b) from the current field (a).
for y := 0; y < l.h; y++ {
for x := 0; x < l.h; x++ {
l.b.Set(x, y, l.A.Next(x, y))
}
}
// Swap fields a and b.
l.A, l.b = l.b, l.A
}

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package main
import (
"flag"
"math/rand"
"time"
"golang.org/x/image/colornames"
"github.com/faiface/pixel"
"github.com/faiface/pixel/examples/community/game_of_life/life"
"github.com/faiface/pixel/imdraw"
"github.com/faiface/pixel/pixelgl"
)
var (
size *int
windowSize *float64
frameRate *time.Duration
)
func init() {
rand.Seed(time.Now().UnixNano())
size = flag.Int("size", 5, "The size of each cell")
windowSize = flag.Float64("windowSize", 800, "The pixel size of one side of the grid")
frameRate = flag.Duration("frameRate", 33*time.Millisecond, "The framerate in milliseconds")
flag.Parse()
}
func main() {
pixelgl.Run(run)
}
func run() {
cfg := pixelgl.WindowConfig{
Title: "Pixel Rocks!",
Bounds: pixel.R(0, 0, *windowSize, *windowSize),
VSync: true,
}
win, err := pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
win.Clear(colornames.White)
// since the game board is square, rows and cols will be the same
rows := int(*windowSize) / *size
gridDraw := imdraw.New(nil)
game := life.NewLife(rows, *size)
tick := time.Tick(*frameRate)
for !win.Closed() {
// game loop
select {
case <-tick:
gridDraw.Clear()
game.A.Draw(gridDraw)
gridDraw.Draw(win)
game.Step()
}
win.Update()
}
}

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# Isometric view basics
Created by [Sergio Vera](https://github.com/svera).
Isometric view is a display method used to create an illusion of 3D for an otherwise 2D game - sometimes referred to as pseudo 3D or 2.5D.
Implementing an isometric view can be done in many ways, but for the sake of simplicity we'll implement a tile-based approach, which is the most efficient and widely used method.
In the tile-based approach, each visual element is broken down into smaller pieces, called tiles, of a standard size. These tiles will be arranged to form the game world according to pre-determined level data - usually a 2D array.
For a detailed explanation about the maths behind this, read [http://clintbellanger.net/articles/isometric_math/](http://clintbellanger.net/articles/isometric_math/).
![Result](result.png)

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package main
import (
"image"
"os"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
_ "image/png"
)
const (
windowWidth = 800
windowHeight = 800
// sprite tiles are squared, 64x64 size
tileSize = 64
f = 0 // floor identifier
w = 1 // wall identifier
)
var levelData = [][]uint{
{f, f, f, f, f, f}, // This row will be rendered in the lower left part of the screen (closer to the viewer)
{w, f, f, f, f, w},
{w, f, f, f, f, w},
{w, f, f, f, f, w},
{w, f, f, f, f, w},
{w, w, w, w, w, w}, // And this in the upper right
}
var win *pixelgl.Window
var offset = pixel.V(400, 325)
var floorTile, wallTile *pixel.Sprite
func loadPicture(path string) (pixel.Picture, error) {
file, err := os.Open(path)
if err != nil {
return nil, err
}
defer file.Close()
img, _, err := image.Decode(file)
if err != nil {
return nil, err
}
return pixel.PictureDataFromImage(img), nil
}
func run() {
var err error
cfg := pixelgl.WindowConfig{
Title: "Isometric demo",
Bounds: pixel.R(0, 0, windowWidth, windowHeight),
VSync: true,
}
win, err = pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
pic, err := loadPicture("castle.png")
if err != nil {
panic(err)
}
wallTile = pixel.NewSprite(pic, pixel.R(0, 448, tileSize, 512))
floorTile = pixel.NewSprite(pic, pixel.R(0, 128, tileSize, 192))
depthSort()
for !win.Closed() {
win.Update()
}
}
// Draw level data tiles to window, from farthest to closest.
// In order to achieve the depth effect, we need to render tiles up to down, being lower
// closer to the viewer (see painter's algorithm). To do that, we need to process levelData in reverse order,
// so its first row is rendered last, as OpenGL considers its origin to be in the lower left corner of the display.
func depthSort() {
for x := len(levelData) - 1; x >= 0; x-- {
for y := len(levelData[x]) - 1; y >= 0; y-- {
isoCoords := cartesianToIso(pixel.V(float64(x), float64(y)))
mat := pixel.IM.Moved(offset.Add(isoCoords))
// Not really needed, just put to show bigger blocks
mat = mat.ScaledXY(win.Bounds().Center(), pixel.V(2, 2))
tileType := levelData[x][y]
if tileType == f {
floorTile.Draw(win, mat)
} else {
wallTile.Draw(win, mat)
}
}
}
}
func cartesianToIso(pt pixel.Vec) pixel.Vec {
return pixel.V((pt.X-pt.Y)*(tileSize/2), (pt.X+pt.Y)*(tileSize/4))
}
func main() {
pixelgl.Run(run)
}

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MIT License
Copyright (c) 2017 stephen
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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# Maze generator in Go
Created by [Stephen Chavez](https://github.com/redragonx)
This uses the game engine: Pixel. Install it here: https://github.com/faiface/pixel
I made this to improve my understanding of Go and some game concepts with some basic maze generating algorithms.
Controls: Press 'R' to restart the maze.
Optional command-line arguments: `go run ./maze-generator.go`
- `-w` sets the maze's width in pixels.
- `-h` sets the maze's height in pixels.
- `-c` sets the maze cell's size in pixels.
Code based on the Recursive backtracker algorithm.
- https://en.wikipedia.org/wiki/Maze_generation_algorithm#Recursive_backtracker
![Screenshot](screenshot.png)

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package main
// Code based on the Recursive backtracker algorithm.
// https://en.wikipedia.org/wiki/Maze_generation_algorithm#Recursive_backtracker
// See https://youtu.be/HyK_Q5rrcr4 as an example
// YouTube example ported to Go for the Pixel library.
// Created by Stephen Chavez
import (
"crypto/rand"
"errors"
"flag"
"fmt"
"math/big"
"time"
"github.com/faiface/pixel"
"github.com/faiface/pixel/examples/community/maze/stack"
"github.com/faiface/pixel/imdraw"
"github.com/faiface/pixel/pixelgl"
"github.com/pkg/profile"
"golang.org/x/image/colornames"
)
var visitedColor = pixel.RGB(0.5, 0, 1).Mul(pixel.Alpha(0.35))
var hightlightColor = pixel.RGB(0.3, 0, 0).Mul(pixel.Alpha(0.45))
var debug = false
type cell struct {
walls [4]bool // Wall order: top, right, bottom, left
row int
col int
visited bool
}
func (c *cell) Draw(imd *imdraw.IMDraw, wallSize int) {
drawCol := c.col * wallSize // x
drawRow := c.row * wallSize // y
imd.Color = colornames.White
if c.walls[0] {
// top line
imd.Push(pixel.V(float64(drawCol), float64(drawRow)), pixel.V(float64(drawCol+wallSize), float64(drawRow)))
imd.Line(3)
}
if c.walls[1] {
// right Line
imd.Push(pixel.V(float64(drawCol+wallSize), float64(drawRow)), pixel.V(float64(drawCol+wallSize), float64(drawRow+wallSize)))
imd.Line(3)
}
if c.walls[2] {
// bottom line
imd.Push(pixel.V(float64(drawCol+wallSize), float64(drawRow+wallSize)), pixel.V(float64(drawCol), float64(drawRow+wallSize)))
imd.Line(3)
}
if c.walls[3] {
// left line
imd.Push(pixel.V(float64(drawCol), float64(drawRow+wallSize)), pixel.V(float64(drawCol), float64(drawRow)))
imd.Line(3)
}
imd.EndShape = imdraw.SharpEndShape
if c.visited {
imd.Color = visitedColor
imd.Push(pixel.V(float64(drawCol), (float64(drawRow))), pixel.V(float64(drawCol+wallSize), float64(drawRow+wallSize)))
imd.Rectangle(0)
}
}
func (c *cell) GetNeighbors(grid []*cell, cols int, rows int) ([]*cell, error) {
neighbors := []*cell{}
j := c.row
i := c.col
top, _ := getCellAt(i, j-1, cols, rows, grid)
right, _ := getCellAt(i+1, j, cols, rows, grid)
bottom, _ := getCellAt(i, j+1, cols, rows, grid)
left, _ := getCellAt(i-1, j, cols, rows, grid)
if top != nil && !top.visited {
neighbors = append(neighbors, top)
}
if right != nil && !right.visited {
neighbors = append(neighbors, right)
}
if bottom != nil && !bottom.visited {
neighbors = append(neighbors, bottom)
}
if left != nil && !left.visited {
neighbors = append(neighbors, left)
}
if len(neighbors) == 0 {
return nil, errors.New("We checked all cells...")
}
return neighbors, nil
}
func (c *cell) GetRandomNeighbor(grid []*cell, cols int, rows int) (*cell, error) {
neighbors, err := c.GetNeighbors(grid, cols, rows)
if neighbors == nil {
return nil, err
}
nBig, err := rand.Int(rand.Reader, big.NewInt(int64(len(neighbors))))
if err != nil {
panic(err)
}
randomIndex := nBig.Int64()
return neighbors[randomIndex], nil
}
func (c *cell) hightlight(imd *imdraw.IMDraw, wallSize int) {
x := c.col * wallSize
y := c.row * wallSize
imd.Color = hightlightColor
imd.Push(pixel.V(float64(x), float64(y)), pixel.V(float64(x+wallSize), float64(y+wallSize)))
imd.Rectangle(0)
}
func newCell(col int, row int) *cell {
newCell := new(cell)
newCell.row = row
newCell.col = col
for i := range newCell.walls {
newCell.walls[i] = true
}
return newCell
}
// Creates the inital maze slice for use.
func initGrid(cols, rows int) []*cell {
grid := []*cell{}
for j := 0; j < rows; j++ {
for i := 0; i < cols; i++ {
newCell := newCell(i, j)
grid = append(grid, newCell)
}
}
return grid
}
func setupMaze(cols, rows int) ([]*cell, *stack.Stack, *cell) {
// Make an empty grid
grid := initGrid(cols, rows)
backTrackStack := stack.NewStack(len(grid))
currentCell := grid[0]
return grid, backTrackStack, currentCell
}
func cellIndex(i, j, cols, rows int) int {
if i < 0 || j < 0 || i > cols-1 || j > rows-1 {
return -1
}
return i + j*cols
}
func getCellAt(i int, j int, cols int, rows int, grid []*cell) (*cell, error) {
possibleIndex := cellIndex(i, j, cols, rows)
if possibleIndex == -1 {
return nil, fmt.Errorf("cellIndex: CellIndex is a negative number %d", possibleIndex)
}
return grid[possibleIndex], nil
}
func removeWalls(a *cell, b *cell) {
x := a.col - b.col
if x == 1 {
a.walls[3] = false
b.walls[1] = false
} else if x == -1 {
a.walls[1] = false
b.walls[3] = false
}
y := a.row - b.row
if y == 1 {
a.walls[0] = false
b.walls[2] = false
} else if y == -1 {
a.walls[2] = false
b.walls[0] = false
}
}
func run() {
// unsiged integers, because easier parsing error checks.
// We must convert these to intergers, as done below...
uScreenWidth, uScreenHeight, uWallSize := parseArgs()
var (
// In pixels
// Defualt is 800x800x40 = 20x20 wallgrid
screenWidth = int(uScreenWidth)
screenHeight = int(uScreenHeight)
wallSize = int(uWallSize)
frames = 0
second = time.Tick(time.Second)
grid = []*cell{}
cols = screenWidth / wallSize
rows = screenHeight / wallSize
currentCell = new(cell)
backTrackStack = stack.NewStack(1)
)
// Set game FPS manually
fps := time.Tick(time.Second / 60)
cfg := pixelgl.WindowConfig{
Title: "Pixel Rocks! - Maze example",
Bounds: pixel.R(0, 0, float64(screenHeight), float64(screenWidth)),
}
win, err := pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
grid, backTrackStack, currentCell = setupMaze(cols, rows)
gridIMDraw := imdraw.New(nil)
for !win.Closed() {
if win.JustReleased(pixelgl.KeyR) {
fmt.Println("R pressed")
grid, backTrackStack, currentCell = setupMaze(cols, rows)
}
win.Clear(colornames.Gray)
gridIMDraw.Clear()
for i := range grid {
grid[i].Draw(gridIMDraw, wallSize)
}
// step 1
// Make the initial cell the current cell and mark it as visited
currentCell.visited = true
currentCell.hightlight(gridIMDraw, wallSize)
// step 2.1
// If the current cell has any neighbours which have not been visited
// Choose a random unvisited cell
nextCell, _ := currentCell.GetRandomNeighbor(grid, cols, rows)
if nextCell != nil && !nextCell.visited {
// step 2.2
// Push the current cell to the stack
backTrackStack.Push(currentCell)
// step 2.3
// Remove the wall between the current cell and the chosen cell
removeWalls(currentCell, nextCell)
// step 2.4
// Make the chosen cell the current cell and mark it as visited
nextCell.visited = true
currentCell = nextCell
} else if backTrackStack.Len() > 0 {
currentCell = backTrackStack.Pop().(*cell)
}
gridIMDraw.Draw(win)
win.Update()
<-fps
updateFPSDisplay(win, &cfg, &frames, grid, second)
}
}
// Parses the maze arguments, all of them are optional.
// Uses uint as implicit error checking :)
func parseArgs() (uint, uint, uint) {
var mazeWidthPtr = flag.Uint("w", 800, "w sets the maze's width in pixels.")
var mazeHeightPtr = flag.Uint("h", 800, "h sets the maze's height in pixels.")
var wallSizePtr = flag.Uint("c", 40, "c sets the maze cell's size in pixels.")
flag.Parse()
// If these aren't default values AND if they're not the same values.
// We should warn the user that the maze will look funny.
if *mazeWidthPtr != 800 || *mazeHeightPtr != 800 {
if *mazeWidthPtr != *mazeHeightPtr {
fmt.Printf("WARNING: maze width: %d and maze height: %d don't match. \n", *mazeWidthPtr, *mazeHeightPtr)
fmt.Println("Maze will look funny because the maze size is bond to the window size!")
}
}
return *mazeWidthPtr, *mazeHeightPtr, *wallSizePtr
}
func updateFPSDisplay(win *pixelgl.Window, cfg *pixelgl.WindowConfig, frames *int, grid []*cell, second <-chan time.Time) {
*frames++
select {
case <-second:
win.SetTitle(fmt.Sprintf("%s | FPS: %d with %d Cells", cfg.Title, *frames, len(grid)))
*frames = 0
default:
}
}
func main() {
if debug {
defer profile.Start().Stop()
}
pixelgl.Run(run)
}

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package stack
type Stack struct {
top *Element
size int
max int
}
type Element struct {
value interface{}
next *Element
}
func NewStack(max int) *Stack {
return &Stack{max: max}
}
// Return the stack's length
func (s *Stack) Len() int {
return s.size
}
// Return the stack's max
func (s *Stack) Max() int {
return s.max
}
// Push a new element onto the stack
func (s *Stack) Push(value interface{}) {
if s.size+1 > s.max {
if last := s.PopLast(); last == nil {
panic("Unexpected nil in stack")
}
}
s.top = &Element{value, s.top}
s.size++
}
// Remove the top element from the stack and return it's value
// If the stack is empty, return nil
func (s *Stack) Pop() (value interface{}) {
if s.size > 0 {
value, s.top = s.top.value, s.top.next
s.size--
return
}
return nil
}
func (s *Stack) PopLast() (value interface{}) {
if lastElem := s.popLast(s.top); lastElem != nil {
return lastElem.value
}
return nil
}
//Peek returns a top without removing it from list
func (s *Stack) Peek() (value interface{}, exists bool) {
exists = false
if s.size > 0 {
value = s.top.value
exists = true
}
return
}
func (s *Stack) popLast(elem *Element) *Element {
if elem == nil {
return nil
}
// not last because it has next and a grandchild
if elem.next != nil && elem.next.next != nil {
return s.popLast(elem.next)
}
// current elem is second from bottom, as next elem has no child
if elem.next != nil && elem.next.next == nil {
last := elem.next
// make current elem bottom of stack by removing its next element
elem.next = nil
s.size--
return last
}
return nil
}

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# Parallax scrolling demo
Created by [Sergio Vera](https://github.com/svera)
This example shows how to implement an infinite side scrolling background with a depth effect, using [parallax scrolling](https://en.wikipedia.org/wiki/Parallax_scrolling). Code is based in the [infinite scrolling background](https://github.com/faiface/pixel/tree/master/examples/community/scrolling-background) demo.
Credits to [Peter Hellberg](https://github.com/peterhellberg) for the improved background images.
![Parallax scrolling background](result.png)

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package main
import (
"image"
"os"
"time"
_ "image/png"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
)
func loadPicture(path string) (pixel.Picture, error) {
file, err := os.Open(path)
if err != nil {
return nil, err
}
defer file.Close()
img, _, err := image.Decode(file)
if err != nil {
return nil, err
}
return pixel.PictureDataFromImage(img), nil
}
const (
windowWidth = 600
windowHeight = 450
foregroundHeight = 149
// This is the scrolling speed (pixels per second)
// Negative values will make background to scroll to the left,
// positive to the right.
backgroundSpeed = -60
foregroundSpeed = -120
)
func run() {
cfg := pixelgl.WindowConfig{
Title: "Parallax scrolling demo",
Bounds: pixel.R(0, 0, windowWidth, windowHeight),
VSync: true,
}
win, err := pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
// Pic must have double the width of the window, as it will scroll to the left or right
picBackground, err := loadPicture("background.png")
if err != nil {
panic(err)
}
picForeground, err := loadPicture("foreground.png")
if err != nil {
panic(err)
}
background := NewScrollingBackground(picBackground, windowWidth, windowHeight, backgroundSpeed)
foreground := NewScrollingBackground(picForeground, windowWidth, foregroundHeight, foregroundSpeed)
last := time.Now()
for !win.Closed() {
dt := time.Since(last).Seconds()
last = time.Now()
background.Update(win, dt)
foreground.Update(win, dt)
win.Update()
}
}
func main() {
pixelgl.Run(run)
}

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package main
import (
"math"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
)
// ScrollingBackground stores all needed information to scroll a background
// to the left or right
type ScrollingBackground struct {
width float64
height float64
displacement float64
speed float64
backgrounds [2]*pixel.Sprite
positions [2]pixel.Vec
}
// NewScrollingBackground construct and returns a new instance of scrollingBackground,
// positioning the background images according to the speed value
func NewScrollingBackground(pic pixel.Picture, width, height, speed float64) *ScrollingBackground {
sb := &ScrollingBackground{
width: width,
height: height,
speed: speed,
backgrounds: [2]*pixel.Sprite{
pixel.NewSprite(pic, pixel.R(0, 0, width, height)),
pixel.NewSprite(pic, pixel.R(width, 0, width*2, height)),
},
}
sb.positionImages()
return sb
}
// If scrolling speed > 0, put second background image ouside the screen,
// at the left side, otherwise put it at the right side.
func (sb *ScrollingBackground) positionImages() {
if sb.speed > 0 {
sb.positions = [2]pixel.Vec{
pixel.V(sb.width/2, sb.height/2),
pixel.V((sb.width/2)-sb.width, sb.height/2),
}
} else {
sb.positions = [2]pixel.Vec{
pixel.V(sb.width/2, sb.height/2),
pixel.V(sb.width+(sb.width/2), sb.height/2),
}
}
}
// Update will move backgrounds certain pixels, depending of the amount of time passed
func (sb *ScrollingBackground) Update(win *pixelgl.Window, dt float64) {
if math.Abs(sb.displacement) >= sb.width {
sb.displacement = 0
sb.positions[0], sb.positions[1] = sb.positions[1], sb.positions[0]
}
d := pixel.V(sb.displacement, 0)
sb.backgrounds[0].Draw(win, pixel.IM.Moved(sb.positions[0].Add(d)))
sb.backgrounds[1].Draw(win, pixel.IM.Moved(sb.positions[1].Add(d)))
sb.displacement += sb.speed * dt
}

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# Procedural 1D terrain generator
Created by [Sergio Vera](https://github.com/svera).
This is a demo of a 1D terrain generator using [Perlin noise](https://en.wikipedia.org/wiki/Perlin_noise) algorithm.
Press *space* to generate a random terrain.
Uses [Go-Perlin](https://github.com/aquilax/go-perlin).
Texture by [hh316](https://hhh316.deviantart.com/art/Seamless-stone-cliff-face-mountain-texture-377076626).
![Randomly generated 1D terrain](result.png)

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package main
import (
"image"
"math/rand"
"os"
"time"
_ "image/jpeg"
perlin "github.com/aquilax/go-perlin"
"github.com/faiface/pixel"
"github.com/faiface/pixel/imdraw"
"github.com/faiface/pixel/pixelgl"
"golang.org/x/image/colornames"
)
const (
width = 800
height = 600
// Top of the mountain must be around the half of the screen height
verticalOffset = height / 2
// Perlin noise provides variations in values between -1 and 1,
// we multiply those so they're visible on screen
scale = 100
waveLength = 100
alpha = 2.
beta = 2.
n = 3
maximumSeedValue = 100
)
func init() {
rand.Seed(time.Now().UTC().UnixNano())
}
func main() {
pixelgl.Run(run)
}
func run() {
cfg := pixelgl.WindowConfig{
Title: "Procedural terrain 1D",
Bounds: pixel.R(0, 0, width, height),
VSync: true,
}
win, err := pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
pic, err := loadPicture("stone.jpg")
if err != nil {
panic(err)
}
imd := imdraw.New(pic)
drawTerrain(win, imd)
for !win.Closed() {
if win.JustPressed(pixelgl.KeySpace) {
drawTerrain(win, imd)
}
win.Update()
}
}
func loadPicture(path string) (pixel.Picture, error) {
file, err := os.Open(path)
if err != nil {
return nil, err
}
defer file.Close()
img, _, err := image.Decode(file)
if err != nil {
return nil, err
}
return pixel.PictureDataFromImage(img), nil
}
func drawTerrain(win *pixelgl.Window, imd *imdraw.IMDraw) {
var seed = rand.Int63n(maximumSeedValue)
p := perlin.NewPerlin(alpha, beta, n, seed)
imd.Clear()
win.Clear(colornames.Skyblue)
for x := 0.; x < width; x++ {
y := p.Noise1D(x/waveLength)*scale + verticalOffset
renderTexturedLine(x, y, imd)
}
imd.Draw(win)
}
// Render a textured line in position x with a height y.
// Note that the textured line is just a 1 px width rectangle.
// We push the opposite vertices of that rectangle and specify the points of the
// texture we want to apply to them. Pixel will fill the rest of the rectangle interpolating the texture.
func renderTexturedLine(x, y float64, imd *imdraw.IMDraw) {
imd.Intensity = 1.
imd.Picture = pixel.V(x, 0)
imd.Push(pixel.V(x, 0))
imd.Picture = pixel.V(x+1, y)
imd.Push(pixel.V(x+1, y))
imd.Rectangle(0)
}

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# raycaster
A raycaster made by [Peter Hellberg](https://github.com/peterhellberg/) as part of his [pixel-experiments](https://github.com/peterhellberg/pixel-experiments).
Based on Lodes article on [raycasting](http://lodev.org/cgtutor/raycasting.html).
## Controls
WASD for strafing and arrow keys for rotation.
Place blocks using the number keys.
## Screenshots
![raycaster animation](https://user-images.githubusercontent.com/565124/31828029-798e6620-b5b9-11e7-96b7-fda540755745.gif)
![raycaster screenshot](screenshot.png)
## Links
- https://github.com/peterhellberg/pixel-experiments/tree/master/raycaster
- https://gist.github.com/peterhellberg/835eccabf95800555120cc8f0c9e16c2

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# Infinite scrolling background demo
Created by [Sergio Vera](https://github.com/svera)
This example shows how to implement an infinite side scrolling background.
Credits to [Peter Hellberg](https://github.com/peterhellberg) for the improved background image.

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package main
import (
"image"
"os"
"time"
_ "image/png"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
)
func loadPicture(path string) (pixel.Picture, error) {
file, err := os.Open(path)
if err != nil {
return nil, err
}
defer file.Close()
img, _, err := image.Decode(file)
if err != nil {
return nil, err
}
return pixel.PictureDataFromImage(img), nil
}
const (
windowWidth = 600
windowHeight = 450
// This is the scrolling speed
linesPerSecond = 60
)
func run() {
cfg := pixelgl.WindowConfig{
Title: "Scrolling background demo",
Bounds: pixel.R(0, 0, windowWidth, windowHeight),
VSync: true,
}
win, err := pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
// Pic must have double the width of the window, as it will scroll to the left
pic, err := loadPicture("gamebackground.png")
if err != nil {
panic(err)
}
// Backgrounds are made taking the left and right halves of the image
background1 := pixel.NewSprite(pic, pixel.R(0, 0, windowWidth, windowHeight))
background2 := pixel.NewSprite(pic, pixel.R(windowWidth, 0, windowWidth*2, windowHeight))
// In the beginning, vector1 will put background1 filling the whole window, while vector2 will
// put background2 just at the right side of the window, out of view
vector1 := pixel.V(windowWidth/2, windowHeight/2)
vector2 := pixel.V(windowWidth+(windowWidth/2), windowHeight/2)
i := float64(0)
last := time.Now()
for !win.Closed() {
dt := time.Since(last).Seconds()
last = time.Now()
// When one of the backgrounds has completely scrolled, we swap displacement vectors,
// so the backgrounds will swap positions too regarding the previous iteration,
// thus making the background endless.
if i <= -windowWidth {
i = 0
vector1, vector2 = vector2, vector1
}
// This delta vector will move the backgrounds to the left
d := pixel.V(-i, 0)
background1.Draw(win, pixel.IM.Moved(vector1.Sub(d)))
background2.Draw(win, pixel.IM.Moved(vector2.Sub(d)))
i -= linesPerSecond * dt
win.Update()
}
}
func main() {
pixelgl.Run(run)
}

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# starfield
Classic starfield… with [supposedly accurate stellar colors](http://www.vendian.org/mncharity/dir3/starcolor/)
Made by [Peter Hellberg](https://github.com/peterhellberg/) as part of his [pixel-experiments](https://github.com/peterhellberg/pixel-experiments)
## Controls
Arrow up and down to change speed. Space bar to almost stop.
## Screenshots
![starfield animation](https://user-images.githubusercontent.com/565124/32411599-a5fcba72-c1df-11e7-8730-a570470a4eee.gif)
![starfield screenshot](screenshot.png)
## Links
- https://github.com/peterhellberg/pixel-experiments/tree/master/starfield
- https://gist.github.com/peterhellberg/4018e228cced61a0bb26991e49299c96

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package main
import (
"image/color"
"math/rand"
"time"
"github.com/faiface/pixel"
"github.com/faiface/pixel/imdraw"
"github.com/faiface/pixel/pixelgl"
)
const w, h = float64(1024), float64(512)
var speed = float64(200)
var stars [1024]*star
func init() {
rand.Seed(4)
for i := 0; i < len(stars); i++ {
stars[i] = newStar()
}
}
type star struct {
pixel.Vec
Z float64
P float64
C color.RGBA
}
func newStar() *star {
return &star{
pixel.V(random(-w, w), random(-h, h)),
random(0, w), 0, Colors[rand.Intn(len(Colors))],
}
}
func (s *star) update(d float64) {
s.P = s.Z
s.Z -= d * speed
if s.Z < 0 {
s.X = random(-w, w)
s.Y = random(-h, h)
s.Z = w
s.P = s.Z
}
}
func (s *star) draw(imd *imdraw.IMDraw) {
p := pixel.V(
scale(s.X/s.Z, 0, 1, 0, w),
scale(s.Y/s.Z, 0, 1, 0, h),
)
o := pixel.V(
scale(s.X/s.P, 0, 1, 0, w),
scale(s.Y/s.P, 0, 1, 0, h),
)
r := scale(s.Z, 0, w, 11, 0)
imd.Color = s.C
if p.Sub(o).Len() > 6 {
imd.Push(p, o)
imd.Line(r)
}
imd.Push(p)
imd.Circle(r, 0)
}
func run() {
win, err := pixelgl.NewWindow(pixelgl.WindowConfig{
Bounds: pixel.R(0, 0, w, h),
VSync: true,
Undecorated: true,
})
if err != nil {
panic(err)
}
imd := imdraw.New(nil)
imd.Precision = 7
imd.SetMatrix(pixel.IM.Moved(win.Bounds().Center()))
last := time.Now()
for !win.Closed() {
win.SetClosed(win.JustPressed(pixelgl.KeyEscape) || win.JustPressed(pixelgl.KeyQ))
if win.Pressed(pixelgl.KeyUp) {
speed += 10
}
if win.Pressed(pixelgl.KeyDown) {
if speed > 10 {
speed -= 10
}
}
if win.Pressed(pixelgl.KeySpace) {
speed = 100
}
d := time.Since(last).Seconds()
last = time.Now()
imd.Clear()
for _, s := range stars {
s.update(d)
s.draw(imd)
}
win.Clear(color.Black)
imd.Draw(win)
win.Update()
}
}
func main() {
pixelgl.Run(run)
}
func random(min, max float64) float64 {
return rand.Float64()*(max-min) + min
}
func scale(unscaledNum, min, max, minAllowed, maxAllowed float64) float64 {
return (maxAllowed-minAllowed)*(unscaledNum-min)/(max-min) + minAllowed
}
// Colors based on stellar types listed at
// http://www.vendian.org/mncharity/dir3/starcolor/
var Colors = []color.RGBA{
color.RGBA{157, 180, 255, 255},
color.RGBA{162, 185, 255, 255},
color.RGBA{167, 188, 255, 255},
color.RGBA{170, 191, 255, 255},
color.RGBA{175, 195, 255, 255},
color.RGBA{186, 204, 255, 255},
color.RGBA{192, 209, 255, 255},
color.RGBA{202, 216, 255, 255},
color.RGBA{228, 232, 255, 255},
color.RGBA{237, 238, 255, 255},
color.RGBA{251, 248, 255, 255},
color.RGBA{255, 249, 249, 255},
color.RGBA{255, 245, 236, 255},
color.RGBA{255, 244, 232, 255},
color.RGBA{255, 241, 223, 255},
color.RGBA{255, 235, 209, 255},
color.RGBA{255, 215, 174, 255},
color.RGBA{255, 198, 144, 255},
color.RGBA{255, 190, 127, 255},
color.RGBA{255, 187, 123, 255},
color.RGBA{255, 187, 123, 255},
}

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package main
import (
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
"golang.org/x/image/colornames"
)
func run() {
cfg := pixelgl.WindowConfig{
Title: "Pixel Rocks!",
Bounds: pixel.R(0, 0, 1024, 768),
VSync: true,
}
win, err := pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
win.Clear(colornames.Skyblue)
for !win.Closed() {
win.Update()
}
}
func main() {
pixelgl.Run(run)
}

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package main
import (
"image"
"os"
_ "image/png"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
"golang.org/x/image/colornames"
)
func loadPicture(path string) (pixel.Picture, error) {
file, err := os.Open(path)
if err != nil {
return nil, err
}
defer file.Close()
img, _, err := image.Decode(file)
if err != nil {
return nil, err
}
return pixel.PictureDataFromImage(img), nil
}
func run() {
cfg := pixelgl.WindowConfig{
Title: "Pixel Rocks!",
Bounds: pixel.R(0, 0, 1024, 768),
VSync: true,
}
win, err := pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
pic, err := loadPicture("hiking.png")
if err != nil {
panic(err)
}
sprite := pixel.NewSprite(pic, pic.Bounds())
win.Clear(colornames.Greenyellow)
sprite.Draw(win, pixel.IM.Moved(win.Bounds().Center()))
for !win.Closed() {
win.Update()
}
}
func main() {
pixelgl.Run(run)
}

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package main
import (
"image"
"os"
"time"
_ "image/png"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
"golang.org/x/image/colornames"
)
func loadPicture(path string) (pixel.Picture, error) {
file, err := os.Open(path)
if err != nil {
return nil, err
}
defer file.Close()
img, _, err := image.Decode(file)
if err != nil {
return nil, err
}
return pixel.PictureDataFromImage(img), nil
}
func run() {
cfg := pixelgl.WindowConfig{
Title: "Pixel Rocks!",
Bounds: pixel.R(0, 0, 1024, 768),
VSync: true,
}
win, err := pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
win.SetSmooth(true)
pic, err := loadPicture("hiking.png")
if err != nil {
panic(err)
}
sprite := pixel.NewSprite(pic, pic.Bounds())
angle := 0.0
last := time.Now()
for !win.Closed() {
dt := time.Since(last).Seconds()
last = time.Now()
angle += 3 * dt
win.Clear(colornames.Firebrick)
mat := pixel.IM
mat = mat.Rotated(pixel.ZV, angle)
mat = mat.Moved(win.Bounds().Center())
sprite.Draw(win, mat)
win.Update()
}
}
func main() {
pixelgl.Run(run)
}

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package main
import (
"image"
"math"
"math/rand"
"os"
"time"
_ "image/png"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
"golang.org/x/image/colornames"
)
func loadPicture(path string) (pixel.Picture, error) {
file, err := os.Open(path)
if err != nil {
return nil, err
}
defer file.Close()
img, _, err := image.Decode(file)
if err != nil {
return nil, err
}
return pixel.PictureDataFromImage(img), nil
}
func run() {
cfg := pixelgl.WindowConfig{
Title: "Pixel Rocks!",
Bounds: pixel.R(0, 0, 1024, 768),
VSync: true,
}
win, err := pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
spritesheet, err := loadPicture("trees.png")
if err != nil {
panic(err)
}
var treesFrames []pixel.Rect
for x := spritesheet.Bounds().Min.X; x < spritesheet.Bounds().Max.X; x += 32 {
for y := spritesheet.Bounds().Min.Y; y < spritesheet.Bounds().Max.Y; y += 32 {
treesFrames = append(treesFrames, pixel.R(x, y, x+32, y+32))
}
}
var (
camPos = pixel.ZV
camSpeed = 500.0
camZoom = 1.0
camZoomSpeed = 1.2
trees []*pixel.Sprite
matrices []pixel.Matrix
)
last := time.Now()
for !win.Closed() {
dt := time.Since(last).Seconds()
last = time.Now()
cam := pixel.IM.Scaled(camPos, camZoom).Moved(win.Bounds().Center().Sub(camPos))
win.SetMatrix(cam)
if win.JustPressed(pixelgl.MouseButtonLeft) {
tree := pixel.NewSprite(spritesheet, treesFrames[rand.Intn(len(treesFrames))])
trees = append(trees, tree)
mouse := cam.Unproject(win.MousePosition())
matrices = append(matrices, pixel.IM.Scaled(pixel.ZV, 4).Moved(mouse))
}
if win.Pressed(pixelgl.KeyLeft) {
camPos.X -= camSpeed * dt
}
if win.Pressed(pixelgl.KeyRight) {
camPos.X += camSpeed * dt
}
if win.Pressed(pixelgl.KeyDown) {
camPos.Y -= camSpeed * dt
}
if win.Pressed(pixelgl.KeyUp) {
camPos.Y += camSpeed * dt
}
camZoom *= math.Pow(camZoomSpeed, win.MouseScroll().Y)
win.Clear(colornames.Forestgreen)
for i, tree := range trees {
tree.Draw(win, matrices[i])
}
win.Update()
}
}
func main() {
pixelgl.Run(run)
}

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package main
import (
"fmt"
"image"
"math"
"math/rand"
"os"
"time"
_ "image/png"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
"golang.org/x/image/colornames"
)
func loadPicture(path string) (pixel.Picture, error) {
file, err := os.Open(path)
if err != nil {
return nil, err
}
defer file.Close()
img, _, err := image.Decode(file)
if err != nil {
return nil, err
}
return pixel.PictureDataFromImage(img), nil
}
func run() {
cfg := pixelgl.WindowConfig{
Title: "Pixel Rocks!",
Bounds: pixel.R(0, 0, 1024, 768),
}
win, err := pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
spritesheet, err := loadPicture("trees.png")
if err != nil {
panic(err)
}
batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
var treesFrames []pixel.Rect
for x := spritesheet.Bounds().Min.X; x < spritesheet.Bounds().Max.X; x += 32 {
for y := spritesheet.Bounds().Min.Y; y < spritesheet.Bounds().Max.Y; y += 32 {
treesFrames = append(treesFrames, pixel.R(x, y, x+32, y+32))
}
}
var (
camPos = pixel.ZV
camSpeed = 500.0
camZoom = 1.0
camZoomSpeed = 1.2
)
var (
frames = 0
second = time.Tick(time.Second)
)
last := time.Now()
for !win.Closed() {
dt := time.Since(last).Seconds()
last = time.Now()
cam := pixel.IM.Scaled(camPos, camZoom).Moved(win.Bounds().Center().Sub(camPos))
win.SetMatrix(cam)
if win.Pressed(pixelgl.MouseButtonLeft) {
tree := pixel.NewSprite(spritesheet, treesFrames[rand.Intn(len(treesFrames))])
mouse := cam.Unproject(win.MousePosition())
tree.Draw(batch, pixel.IM.Scaled(pixel.ZV, 4).Moved(mouse))
}
if win.Pressed(pixelgl.KeyLeft) {
camPos.X -= camSpeed * dt
}
if win.Pressed(pixelgl.KeyRight) {
camPos.X += camSpeed * dt
}
if win.Pressed(pixelgl.KeyDown) {
camPos.Y -= camSpeed * dt
}
if win.Pressed(pixelgl.KeyUp) {
camPos.Y += camSpeed * dt
}
camZoom *= math.Pow(camZoomSpeed, win.MouseScroll().Y)
win.Clear(colornames.Forestgreen)
batch.Draw(win)
win.Update()
frames++
select {
case <-second:
win.SetTitle(fmt.Sprintf("%s | FPS: %d", cfg.Title, frames))
frames = 0
default:
}
}
}
func main() {
pixelgl.Run(run)
}

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package main
import (
"math"
"github.com/faiface/pixel"
"github.com/faiface/pixel/imdraw"
"github.com/faiface/pixel/pixelgl"
"golang.org/x/image/colornames"
)
func run() {
cfg := pixelgl.WindowConfig{
Title: "Pixel Rocks!",
Bounds: pixel.R(0, 0, 1024, 768),
VSync: true,
}
win, err := pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
imd := imdraw.New(nil)
imd.Color = colornames.Blueviolet
imd.EndShape = imdraw.RoundEndShape
imd.Push(pixel.V(100, 100), pixel.V(700, 100))
imd.EndShape = imdraw.SharpEndShape
imd.Push(pixel.V(100, 500), pixel.V(700, 500))
imd.Line(30)
imd.Color = colornames.Limegreen
imd.Push(pixel.V(500, 500))
imd.Circle(300, 50)
imd.Color = colornames.Navy
imd.Push(pixel.V(200, 500), pixel.V(800, 500))
imd.Ellipse(pixel.V(120, 80), 0)
imd.Color = colornames.Red
imd.EndShape = imdraw.RoundEndShape
imd.Push(pixel.V(500, 350))
imd.CircleArc(150, -math.Pi, 0, 30)
for !win.Closed() {
win.Clear(colornames.Aliceblue)
imd.Draw(win)
win.Update()
}
}
func main() {
pixelgl.Run(run)
}

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package main
import (
"io/ioutil"
"os"
"time"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
"github.com/faiface/pixel/text"
"github.com/golang/freetype/truetype"
"golang.org/x/image/colornames"
"golang.org/x/image/font"
)
func loadTTF(path string, size float64) (font.Face, error) {
file, err := os.Open(path)
if err != nil {
return nil, err
}
defer file.Close()
bytes, err := ioutil.ReadAll(file)
if err != nil {
return nil, err
}
font, err := truetype.Parse(bytes)
if err != nil {
return nil, err
}
return truetype.NewFace(font, &truetype.Options{
Size: size,
GlyphCacheEntries: 1,
}), nil
}
func run() {
cfg := pixelgl.WindowConfig{
Title: "Pixel Rocks!",
Bounds: pixel.R(0, 0, 1024, 768),
}
win, err := pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
win.SetSmooth(true)
face, err := loadTTF("intuitive.ttf", 80)
if err != nil {
panic(err)
}
atlas := text.NewAtlas(face, text.ASCII)
txt := text.New(pixel.V(50, 500), atlas)
txt.Color = colornames.Lightgrey
fps := time.Tick(time.Second / 120)
for !win.Closed() {
txt.WriteString(win.Typed())
if win.JustPressed(pixelgl.KeyEnter) || win.Repeated(pixelgl.KeyEnter) {
txt.WriteRune('\n')
}
win.Clear(colornames.Darkcyan)
txt.Draw(win, pixel.IM.Moved(win.Bounds().Center().Sub(txt.Bounds().Center())))
win.Update()
<-fps
}
}
func main() {
pixelgl.Run(run)
}

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# Lights
This example demonstrates powerful Porter-Duff composition used to create a nice noisy light effect.
**Use W and S keys** to adjust the level of "dust".
The FPS is limited to 30, because the effect is a little expensive and my computer couldn't handle
60 FPS. If you have a more powerful computer (which is quite likely), peek into the code and disable
the limit.
Credit for the panda art goes to [Ján Štrba](https://www.artstation.com/artist/janstrba).
![Screenshot](screenshot.png)

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package main
import (
"image"
"math"
"os"
"time"
_ "image/jpeg"
_ "image/png"
"github.com/faiface/pixel"
"github.com/faiface/pixel/imdraw"
"github.com/faiface/pixel/pixelgl"
)
func loadPicture(path string) (pixel.Picture, error) {
file, err := os.Open(path)
if err != nil {
return nil, err
}
defer file.Close()
img, _, err := image.Decode(file)
if err != nil {
return nil, err
}
return pixel.PictureDataFromImage(img), nil
}
type colorlight struct {
color pixel.RGBA
point pixel.Vec
angle float64
radius float64
dust float64
spread float64
imd *imdraw.IMDraw
}
func (cl *colorlight) apply(dst pixel.ComposeTarget, center pixel.Vec, src, noise *pixel.Sprite) {
// create the light arc if not created already
if cl.imd == nil {
imd := imdraw.New(nil)
imd.Color = pixel.Alpha(1)
imd.Push(pixel.ZV)
imd.Color = pixel.Alpha(0)
for angle := -cl.spread / 2; angle <= cl.spread/2; angle += cl.spread / 64 {
imd.Push(pixel.V(1, 0).Rotated(angle))
}
imd.Polygon(0)
cl.imd = imd
}
// draw the light arc
dst.SetMatrix(pixel.IM.Scaled(pixel.ZV, cl.radius).Rotated(pixel.ZV, cl.angle).Moved(cl.point))
dst.SetColorMask(pixel.Alpha(1))
dst.SetComposeMethod(pixel.ComposePlus)
cl.imd.Draw(dst)
// draw the noise inside the light
dst.SetMatrix(pixel.IM)
dst.SetComposeMethod(pixel.ComposeIn)
noise.Draw(dst, pixel.IM.Moved(center))
// draw an image inside the noisy light
dst.SetColorMask(cl.color)
dst.SetComposeMethod(pixel.ComposeIn)
src.Draw(dst, pixel.IM.Moved(center))
// draw the light reflected from the dust
dst.SetMatrix(pixel.IM.Scaled(pixel.ZV, cl.radius).Rotated(pixel.ZV, cl.angle).Moved(cl.point))
dst.SetColorMask(cl.color.Mul(pixel.Alpha(cl.dust)))
dst.SetComposeMethod(pixel.ComposePlus)
cl.imd.Draw(dst)
}
func run() {
pandaPic, err := loadPicture("panda.png")
if err != nil {
panic(err)
}
noisePic, err := loadPicture("noise.png")
if err != nil {
panic(err)
}
cfg := pixelgl.WindowConfig{
Title: "Lights",
Bounds: pixel.R(0, 0, 1024, 768),
VSync: true,
}
win, err := pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
panda := pixel.NewSprite(pandaPic, pandaPic.Bounds())
noise := pixel.NewSprite(noisePic, noisePic.Bounds())
colors := []pixel.RGBA{
pixel.RGB(1, 0, 0),
pixel.RGB(0, 1, 0),
pixel.RGB(0, 0, 1),
pixel.RGB(1/math.Sqrt2, 1/math.Sqrt2, 0),
}
points := []pixel.Vec{
{X: win.Bounds().Min.X, Y: win.Bounds().Min.Y},
{X: win.Bounds().Max.X, Y: win.Bounds().Min.Y},
{X: win.Bounds().Max.X, Y: win.Bounds().Max.Y},
{X: win.Bounds().Min.X, Y: win.Bounds().Max.Y},
}
angles := []float64{
math.Pi / 4,
math.Pi/4 + math.Pi/2,
math.Pi/4 + 2*math.Pi/2,
math.Pi/4 + 3*math.Pi/2,
}
lights := make([]colorlight, 4)
for i := range lights {
lights[i] = colorlight{
color: colors[i],
point: points[i],
angle: angles[i],
radius: 800,
dust: 0.3,
spread: math.Pi / math.E,
}
}
speed := []float64{11.0 / 23, 13.0 / 23, 17.0 / 23, 19.0 / 23}
oneLight := pixelgl.NewCanvas(win.Bounds())
allLight := pixelgl.NewCanvas(win.Bounds())
fps30 := time.Tick(time.Second / 30)
start := time.Now()
for !win.Closed() {
if win.Pressed(pixelgl.KeyW) {
for i := range lights {
lights[i].dust += 0.05
if lights[i].dust > 1 {
lights[i].dust = 1
}
}
}
if win.Pressed(pixelgl.KeyS) {
for i := range lights {
lights[i].dust -= 0.05
if lights[i].dust < 0 {
lights[i].dust = 0
}
}
}
since := time.Since(start).Seconds()
for i := range lights {
lights[i].angle = angles[i] + math.Sin(since*speed[i])*math.Pi/8
}
win.Clear(pixel.RGB(0, 0, 0))
// draw the panda visible outside the light
win.SetColorMask(pixel.Alpha(0.4))
win.SetComposeMethod(pixel.ComposePlus)
panda.Draw(win, pixel.IM.Moved(win.Bounds().Center()))
allLight.Clear(pixel.Alpha(0))
allLight.SetComposeMethod(pixel.ComposePlus)
// accumulate all the lights
for i := range lights {
oneLight.Clear(pixel.Alpha(0))
lights[i].apply(oneLight, oneLight.Bounds().Center(), panda, noise)
oneLight.Draw(allLight, pixel.IM.Moved(allLight.Bounds().Center()))
}
// compose the final result
win.SetColorMask(pixel.Alpha(1))
allLight.Draw(win, pixel.IM.Moved(win.Bounds().Center()))
win.Update()
<-fps30 // maintain 30 fps, because my computer couldn't handle 60 here
}
}
func main() {
pixelgl.Run(run)
}

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# Platformer
This example demostrates a way to put things together and create a simple platformer game with a
Gopher!
Use **arrow keys** to run and jump around. Press **ENTER** to restart. (And hush, hush, secret.
Press TAB for slo-mo!)
The retro feel is, other than from the pixel art spritesheet, achieved by using a 160x120px large
off-screen canvas, drawing everything to it and then stretching it to fit the window.
The Gopher spritesheet comes from excellent [Egon Elbre](https://github.com/egonelbre/gophers).
![Screenshot](screenshot.png)

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package main
import (
"encoding/csv"
"image"
"image/color"
"io"
"math"
"math/rand"
"os"
"strconv"
"time"
_ "image/png"
"github.com/faiface/pixel"
"github.com/faiface/pixel/imdraw"
"github.com/faiface/pixel/pixelgl"
"github.com/pkg/errors"
"golang.org/x/image/colornames"
)
func loadAnimationSheet(sheetPath, descPath string, frameWidth float64) (sheet pixel.Picture, anims map[string][]pixel.Rect, err error) {
// total hack, nicely format the error at the end, so I don't have to type it every time
defer func() {
if err != nil {
err = errors.Wrap(err, "error loading animation sheet")
}
}()
// open and load the spritesheet
sheetFile, err := os.Open(sheetPath)
if err != nil {
return nil, nil, err
}
defer sheetFile.Close()
sheetImg, _, err := image.Decode(sheetFile)
if err != nil {
return nil, nil, err
}
sheet = pixel.PictureDataFromImage(sheetImg)
// create a slice of frames inside the spritesheet
var frames []pixel.Rect
for x := 0.0; x+frameWidth <= sheet.Bounds().Max.X; x += frameWidth {
frames = append(frames, pixel.R(
x,
0,
x+frameWidth,
sheet.Bounds().H(),
))
}
descFile, err := os.Open(descPath)
if err != nil {
return nil, nil, err
}
defer descFile.Close()
anims = make(map[string][]pixel.Rect)
// load the animation information, name and interval inside the spritesheet
desc := csv.NewReader(descFile)
for {
anim, err := desc.Read()
if err == io.EOF {
break
}
if err != nil {
return nil, nil, err
}
name := anim[0]
start, _ := strconv.Atoi(anim[1])
end, _ := strconv.Atoi(anim[2])
anims[name] = frames[start : end+1]
}
return sheet, anims, nil
}
type platform struct {
rect pixel.Rect
color color.Color
}
func (p *platform) draw(imd *imdraw.IMDraw) {
imd.Color = p.color
imd.Push(p.rect.Min, p.rect.Max)
imd.Rectangle(0)
}
type gopherPhys struct {
gravity float64
runSpeed float64
jumpSpeed float64
rect pixel.Rect
vel pixel.Vec
ground bool
}
func (gp *gopherPhys) update(dt float64, ctrl pixel.Vec, platforms []platform) {
// apply controls
switch {
case ctrl.X < 0:
gp.vel.X = -gp.runSpeed
case ctrl.X > 0:
gp.vel.X = +gp.runSpeed
default:
gp.vel.X = 0
}
// apply gravity and velocity
gp.vel.Y += gp.gravity * dt
gp.rect = gp.rect.Moved(gp.vel.Scaled(dt))
// check collisions against each platform
gp.ground = false
if gp.vel.Y <= 0 {
for _, p := range platforms {
if gp.rect.Max.X <= p.rect.Min.X || gp.rect.Min.X >= p.rect.Max.X {
continue
}
if gp.rect.Min.Y > p.rect.Max.Y || gp.rect.Min.Y < p.rect.Max.Y+gp.vel.Y*dt {
continue
}
gp.vel.Y = 0
gp.rect = gp.rect.Moved(pixel.V(0, p.rect.Max.Y-gp.rect.Min.Y))
gp.ground = true
}
}
// jump if on the ground and the player wants to jump
if gp.ground && ctrl.Y > 0 {
gp.vel.Y = gp.jumpSpeed
}
}
type animState int
const (
idle animState = iota
running
jumping
)
type gopherAnim struct {
sheet pixel.Picture
anims map[string][]pixel.Rect
rate float64
state animState
counter float64
dir float64
frame pixel.Rect
sprite *pixel.Sprite
}
func (ga *gopherAnim) update(dt float64, phys *gopherPhys) {
ga.counter += dt
// determine the new animation state
var newState animState
switch {
case !phys.ground:
newState = jumping
case phys.vel.Len() == 0:
newState = idle
case phys.vel.Len() > 0:
newState = running
}
// reset the time counter if the state changed
if ga.state != newState {
ga.state = newState
ga.counter = 0
}
// determine the correct animation frame
switch ga.state {
case idle:
ga.frame = ga.anims["Front"][0]
case running:
i := int(math.Floor(ga.counter / ga.rate))
ga.frame = ga.anims["Run"][i%len(ga.anims["Run"])]
case jumping:
speed := phys.vel.Y
i := int((-speed/phys.jumpSpeed + 1) / 2 * float64(len(ga.anims["Jump"])))
if i < 0 {
i = 0
}
if i >= len(ga.anims["Jump"]) {
i = len(ga.anims["Jump"]) - 1
}
ga.frame = ga.anims["Jump"][i]
}
// set the facing direction of the gopher
if phys.vel.X != 0 {
if phys.vel.X > 0 {
ga.dir = +1
} else {
ga.dir = -1
}
}
}
func (ga *gopherAnim) draw(t pixel.Target, phys *gopherPhys) {
if ga.sprite == nil {
ga.sprite = pixel.NewSprite(nil, pixel.Rect{})
}
// draw the correct frame with the correct position and direction
ga.sprite.Set(ga.sheet, ga.frame)
ga.sprite.Draw(t, pixel.IM.
ScaledXY(pixel.ZV, pixel.V(
phys.rect.W()/ga.sprite.Frame().W(),
phys.rect.H()/ga.sprite.Frame().H(),
)).
ScaledXY(pixel.ZV, pixel.V(-ga.dir, 1)).
Moved(phys.rect.Center()),
)
}
type goal struct {
pos pixel.Vec
radius float64
step float64
counter float64
cols [5]pixel.RGBA
}
func (g *goal) update(dt float64) {
g.counter += dt
for g.counter > g.step {
g.counter -= g.step
for i := len(g.cols) - 2; i >= 0; i-- {
g.cols[i+1] = g.cols[i]
}
g.cols[0] = randomNiceColor()
}
}
func (g *goal) draw(imd *imdraw.IMDraw) {
for i := len(g.cols) - 1; i >= 0; i-- {
imd.Color = g.cols[i]
imd.Push(g.pos)
imd.Circle(float64(i+1)*g.radius/float64(len(g.cols)), 0)
}
}
func randomNiceColor() pixel.RGBA {
again:
r := rand.Float64()
g := rand.Float64()
b := rand.Float64()
len := math.Sqrt(r*r + g*g + b*b)
if len == 0 {
goto again
}
return pixel.RGB(r/len, g/len, b/len)
}
func run() {
rand.Seed(time.Now().UnixNano())
sheet, anims, err := loadAnimationSheet("sheet.png", "sheet.csv", 12)
if err != nil {
panic(err)
}
cfg := pixelgl.WindowConfig{
Title: "Platformer",
Bounds: pixel.R(0, 0, 1024, 768),
VSync: true,
}
win, err := pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
phys := &gopherPhys{
gravity: -512,
runSpeed: 64,
jumpSpeed: 192,
rect: pixel.R(-6, -7, 6, 7),
}
anim := &gopherAnim{
sheet: sheet,
anims: anims,
rate: 1.0 / 10,
dir: +1,
}
// hardcoded level
platforms := []platform{
{rect: pixel.R(-50, -34, 50, -32)},
{rect: pixel.R(20, 0, 70, 2)},
{rect: pixel.R(-100, 10, -50, 12)},
{rect: pixel.R(120, -22, 140, -20)},
{rect: pixel.R(120, -72, 140, -70)},
{rect: pixel.R(120, -122, 140, -120)},
{rect: pixel.R(-100, -152, 100, -150)},
{rect: pixel.R(-150, -127, -140, -125)},
{rect: pixel.R(-180, -97, -170, -95)},
{rect: pixel.R(-150, -67, -140, -65)},
{rect: pixel.R(-180, -37, -170, -35)},
{rect: pixel.R(-150, -7, -140, -5)},
}
for i := range platforms {
platforms[i].color = randomNiceColor()
}
gol := &goal{
pos: pixel.V(-75, 40),
radius: 18,
step: 1.0 / 7,
}
canvas := pixelgl.NewCanvas(pixel.R(-160/2, -120/2, 160/2, 120/2))
imd := imdraw.New(sheet)
imd.Precision = 32
camPos := pixel.ZV
last := time.Now()
for !win.Closed() {
dt := time.Since(last).Seconds()
last = time.Now()
// lerp the camera position towards the gopher
camPos = pixel.Lerp(camPos, phys.rect.Center(), 1-math.Pow(1.0/128, dt))
cam := pixel.IM.Moved(camPos.Scaled(-1))
canvas.SetMatrix(cam)
// slow motion with tab
if win.Pressed(pixelgl.KeyTab) {
dt /= 8
}
// restart the level on pressing enter
if win.JustPressed(pixelgl.KeyEnter) {
phys.rect = phys.rect.Moved(phys.rect.Center().Scaled(-1))
phys.vel = pixel.ZV
}
// control the gopher with keys
ctrl := pixel.ZV
if win.Pressed(pixelgl.KeyLeft) {
ctrl.X--
}
if win.Pressed(pixelgl.KeyRight) {
ctrl.X++
}
if win.JustPressed(pixelgl.KeyUp) {
ctrl.Y = 1
}
// update the physics and animation
phys.update(dt, ctrl, platforms)
gol.update(dt)
anim.update(dt, phys)
// draw the scene to the canvas using IMDraw
canvas.Clear(colornames.Black)
imd.Clear()
for _, p := range platforms {
p.draw(imd)
}
gol.draw(imd)
anim.draw(imd, phys)
imd.Draw(canvas)
// stretch the canvas to the window
win.Clear(colornames.White)
win.SetMatrix(pixel.IM.Scaled(pixel.ZV,
math.Min(
win.Bounds().W()/canvas.Bounds().W(),
win.Bounds().H()/canvas.Bounds().H(),
),
).Moved(win.Bounds().Center()))
canvas.Draw(win, pixel.IM.Moved(canvas.Bounds().Center()))
win.Update()
}
}
func main() {
pixelgl.Run(run)
}

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